I WILL USE MY OLD ATAXII...ARK!
The World of Athos:
Plot: You have been given a once in a lifetime chance, the chance to take a voyage into the mysterious land of Wu. Wu has always been there, but with the Neko raids, High Elf Isolationism, the Low Elf Civil war and the Orcish migrations, it has either been to dangerous, or too expensive to go there.
Now you are approached by some one who offers you a chance at fortune. He claims that you can escape the problems of home by coming with him and searching for a lost treasure of unimaginable value. The offer is tempting, as is the chance to see a new world that has for so long been shouded in mystery. The answer is yes and you are off to join him.
1. No God Moding
2. You must be one of the Races below.
3. You cannot be from Elisia or one of the Elisian Natives
4. You can be in any Faction so long as it it lore friendly. For example, there won't be any Helstats in the Free Jute Society.
5. Don't be afraid to ask for a recap if you fall behind.
6. The game takes place in a Antiquity like era.
The world of Athos is a small planet, with a total of 3 inhabited continants, Marathon near the centre, Wu and the Shimmering Isles to the north of it and the misterious world of Elisia to the far East.
Marathon is a land of temperate grasslands and many forests although a large desert exists near the west coast, with the far penninsula of Isekae mostly dominated by the Dwarven Mountains. The overwelming majoritiy of Marathon's population are of the indigenous races of Humanoids but a large amount of immigrants from Wu are starting to arrive.
Wu is the Northern most continant of Athos. It has a mix of indigenous races and a massive population of Elves, who migrated to southern Wu in prehistoric times. Inidgenous Peoples include the Orcish tribes of the East Coast, the desert dwelling Nekos, and the Militaristic Ataxii, a sentient insectoid race in the west coast and internal lands.
The Shimmering Isles is an Archipelago between Marathon and Wu, inbetween the Isekae penninsula and the Elven lands. The Shimmering Isles are frozen, mountainous wastlands, with very little habital land or food. As a result, the natives known as Snow Elves have developed a very differant culture than their cousins in Wu and Marathon. The Indigenous poplulation are nomadic hunters, with a very simple written language that exibits little change from proto-Elvish Heiroglyphs.
Very little is know of Elisia, some even say it is just a myth, or even that is the land of the dead or home of the gods. Elisia is said to be very similar to Marathon in its climate by Pargisii sailors who claim to have ventured near the island, and say that the Vampire Lords Rule iver it in sevral small kingdoms.
Helstat- The Helstats of southern Marathon are a very well known and influential people. They are a very tall, light skinned, light eyed people with light brown to red hair. The Helstat culture is, and for all remembered time, has been very warrior centric, with boys and girls at the age of 9 begining training as soldiers or town guards. Cowardice and Adversion to war are considered crimes and are punishable by death. The Helstats are the founders of an Empire that occupies all of Southern Marathon, and has subjugated a large portion of the Jute population that lives in the region as well. This has been the trigger for a massive civil war between the Helstats and Jutes, with the Theives guild of the former capital of Gwyndun leading a rebellion that formed the Jute Free State.
Jute- Jutes are another indigenous people of the Southern Coast of Marathon, living closer to the east than the Helstats. The Jutes are also a tall people, with very pale skin and blond or red hair and blue eyes. The Jutes are a warrior people, but unlike the Helstats, only men are warriors, women mostly work to run cities and tribes functioning. The Jutes have an unique religion, it is very animistic and tomtemistic. The native religion of the Jutes states that each person has a spiritual bond to their home, to their totem animal, and for warrors their swords. This indigenous cult was the target of an extermination attempt by the Helstats after their conquest. As of now, the Jutes have successfully rebelled against the Heltstat-Jutii dominion and are at war with them from their new state, the Jute Free State.
Dwarves- Dwarves are a rather unique race on Marathon, as they are the remnants of the orginal Elves who split from the Elders before their exodus to Wu. As such, the Dwarves have a culture that is distinctively Elven with considerable human influence. Dwarves have also developed the first writing system of Marathon, modfiying Proto-Elvish Code so that it could write their langauge, and later Helstat (the lingua franca of Marathon). The Dwarves are a short, grey-skinned elves with dark black hair and Green eyes. Dwarves are record keepers and very respected authors, having produced some of the most significant literature in all of the world. The Dwarves have a strong sense of Honor, especially members of the warrior houses, and may get very offended if they feel that that honor is being insulted or mocked. The Dwarves are well known for their reverance for their ancestors, living and dead. Dwarves make regular offerings and sacrifices to the ancestor spirits.
Sanna- The Sanna are a people who live along the east coast and along the Ak'r river that snakes through the Daka desert. The Sanna are a mix of city dwellers and nomadic tribes and solitary nomads. Daka is a place of very little food, so most nomadic Sanna live near the coast or by the river as well. The appearance of the Sanna varies, as those who live near the coast are tan skinned, with straight black to dark brown hair, heavy facial hair in men and grey or hazel eyes. Those who live along the river in the desert have very dark skin, very dark black hair that grows in tight curls with very little facial hair. They have been traders fror years, living off sustinance farming and hunting. The Sanna also have the only monotheistic religion of Marathon, which has stayed isolated due to their location.
Parsagii- The Parsagii are the sea faring natives of the northeast coast of Marathon. They are a short, tan skinned people with curly black hair and brown eyes. The Parsagii are the greatest shipbuilders and explorers in the world, having sailed around the south of Marathon and Wu, charting the entire Shimmering Isles even claiming to have reached Elisia. The Parsagii do not live in a central state, rather they inhabit a multitue of city states along the northeast coast and in colonies they have founded all around the world. The Parsagii have resisted conquest for years, even by the impierialistic Helstats.
Snow Elves- The Snow Elves are the Native Elves of the Shimmering Isles. Snow Elves have developed quite differantly than their Wu and Dwarvan cousins, having traided their golden skin for a pure white, and their blond hair becoming white as well. The snow elves retained the original Hieroglyhic script of the Proto-Elves, and their language has retained many features of the proto-language. Snow Elves have lost the ethnocentric and knowlage obsessed features of the other elves, rather, they are more concered with their survival in the Shimmering Isles than wether they are the master race. While less technologically advanced than most races, they have proved to be fearsome in war, driving the dwarves out of Iseake with little challenge.
High Elves- The High elves are the inhabitants of the the western portion of South Wu. High Elves have a very distincitve culture that focuses on the importance of social order and obediance to the emperor so long as the gods will it. They are tall, golden skinned, with light blond hair and light brown or green eyes. The High Elvish Cuture is very Androcentric, women being viewed as inferior. The High Elves believe in maintaing order though a rigid system of relationships among people and the gods. High Elves retained a cultural trait of the Proto-Elves, they are very xenophobic, racist, and Ethnocentric. The High Elves view themselves as the pinical of civilization and of evolution. The name High Elf was given to them due to their habit of living on mountains and plateaus.
Low Elves- Low Elves are the inhabitants of the eastern half of southern Wu. They, like the High Elves, desended from the Proto-Elves who migrated to Wu. They too are a tall, golden skinned and light hair elves. They never have unified, 3 kingdoms of Low Elves exist that are in constant conflict with each other and with the High Elf Dynasty. Low Elves have rejected the rigid system of relationships that the High Elves have adopted, rather they live by a tribal and totemistic system of organization. They have lost the orginal gods of the Elves, who have become the abstract forces of the natural world and nature spirits. The low elves also have shamans who communicate with these spirits. The Low elves are Ethnocentric and Xenophobic like most elves, but to a much lesser extent then the High Elves.
Orcs- The orcs are an indigenous race from the northeastern coast of Wu. The orcs are a tribal society, with their being a small coatlition of tribes that work together for survival. These tribes have representatives who then elect a head called an Ong ka-Getwon. Orcs are very tall and have a naturally large frame. They have long and thick black hair that they wear tied back and have a lightly tanned skin. They also have the distincitve trait of large canine teath that are pointed and grow to be very long and stick out of their mouths. Orc men may carve designs into their teeth. Despite attempts, no link can be found between the Orcs and the Elders of Marathon, who were once thought to be the origin of all humanoids. Orcs have developed their own unique Runic writing system.Nekos- No one is quite sure of the origin of the cat and human like Nekos. The legend of the Hillmen is that of them being decedents of the Orcs and a race of feline like humanoids also descended from the proto-orcs called the Ongbar. After centuries of mixing between the two races, orcish traits began to push though the more feline traits. Eventually all that was left of the Ongbar were cat like Ears, Tails, enlarged canine teeth and claws and some patches of fur, although most of the body fur had been lost in the genetic selection. The Nekos have long been considered pests and barbarians. The hillmen tribes are particularly brutal, known to hunt down rivals and invaders and collect their heads as trophies. Due to their desert environment, the Nekos have adopted a dress not unlike that of the Sanaa, with long flowing robes and the distinctive headscarves. Both sexes were them, both as a statement of adulthood and as protection from the harsh sandstorms and burning sun. Nekos continue to live as pastoral herders even into this day and age, and adhere to their old customs and old gods even as most of Wu becomes highly Marathonized. Some oases do exist, but they are mostly founded by travelers and have very few Nekos living at them.
Ataxii- The Ataxii are the most significant faction of the Ungezep race. They are a highly intelligent insectoid race, and the faction/tribe of Atax was the group who conquered and unified the entire Ungzep race. The Ataxii can best be described as wasp like, with some traits of beetles, such as hard winds and mandibals that are both good for eating and hunting, but also for fighting. They also can sting, but the Ungzep culture considers stinging to be a cowardly action. Ataxii have a tradition of Ritual Gladiator fighting, usually fair fights between equals, but sometimes one sided fights or fights against animals. Ataxii live in two social classes, one composed of commoners and one with the ruiling class and rich folk. Ungzep value honor, integrity and seriousness as the most important traits of a person, Ungzep or not. Their Swampy, jungle home has no doubt inspired this sentiment.
Factions are sub groups in the game. You can start as a member of a faction, or you can join one later in the RP.
The Helstat Army- These are the members of the elite army of the Helstat Dominon. They are trained from the Age of 9 to be ruthless killers, and unfortunaly have a hard time intigrating into standard society.
The Thieves Guild- The Thieves Guild was founded as a haven for theives and assasins alike. It later grew into a rebel organization against the Helstat Dominon. After the Revolution, it has once again become an organized Thieves Group
The Legion- The Army of the Ataxii Empire, The legion is mostly composed of Ataxii and subjugated people. Newcomers are accepted though.
Shaman Society- The Low Elves started this group to get others to learn more about shamans. This is where many learn how to do Alchemy and use magic.
The Circle of Sun and Water- The Circle of Sun and Water is a group of Philosophers, Traders, Priests, Mages, and Shamans who argue that it is time to end the fighting, to end the slaugther, before the world is engulfed by anarchy and destroyed by chaos. However, they argue that sapientkind cannot be unified through wanton slaugther, that a unity forged by blood alone cannot strengthen. Instead, the nations must be shown the fruits of unity, the profit that could be made if they can just combine their skills. And to do that, they need heroes. (courtesy of Letter Bee)
Cults- These are the religious organizarions devoted to a partucular god or lord. Their members are well endowed in magic and alchemy. The Cults can range from charitable helping organizations to disturbing and destructive organizations.
Free Jute Society- This is a Faction that was born from the Jute Revolution. They are advocates of the Free Jute State, and are very defensive of it. They have a reputation for hatred of non-Jutes and only Jutes are allowed to Join.
The Siwang- The Siwang are the State sponsered assasins of the High Elf Dynasty. They are quick to get the job done and do no ask questions. They rarely accept newcomers, and typically only choose High Elves.
Dark Elves- The Dark Elves were the Black Ops agents of the Dwarven Government. They exist now in the minds of their former members. With the recent problems with the Snow Elves, they are being considered for reformation.
Dwarven Warrior Houses- The Warrior houses of Tsuke, Itakase, Halake, and Aitseke. They are exclusive to the dwarven families of Utaske for Tsuke, Yamate for Itakase, Date for Halake, and Ukitse for Aitseke. All members are born into the Houses, but may leave if they so choose. The Warrior houses pledge feilty to the King of the Dwarven State and look over his lands as land lords and guardians.
Hillmen: The hillmen are the indigenous neko tribes that inhabit the Wuese desert in the far north. They are widely renouned for their savagery and brutality. In reality, the Hillmen are simply tribes that want to be left alone, and will fight and kill to keep it that way. True to their name, the Hillmen tribes mostly populate the plateaus and mountain steppes. Hillmen typically decorate their camps with the heads of slain warriors, as Neko tradition has it that the head of a worthy warrior will bring its keeper great strength and skill. As such, many Hillmen warriors tend to wear these heads on strings across their bodies, a tactic that often inspires fear in those fighting the nomadic desert dwellers.
• Sigrid- Mistress of Disease
• Miklos- Keeper of Oaths and bonds
• Anastasia- Mistress of Lies
• Torres- Lord of Slaughter and murder
• Lydia- Lady of Night and Darkness
• Tengri-Lord of power
• Felwen- Lord of Mercy and Suicide
• Paris- Prince of misery and suffering
• Theodoric- Lord of Abuse amd cruelty
• Elyla- Mistress of Domination
• Marya- Keeper of Curses
• Julien- Lord of Forbiden Knowledge and the Occult
• Athis- Former lord of death and destruction (trapped in time wastes)
Kell- God of Time
Ingun- Godess of the sky
Asoka- God of Fate
Dov- God of the earth
Khros- God of the sea
Terrida- Godess of Vengeance
Olgina- Godess of Love and compasion
Nina- Godess of Debauchery and pleasures
Hurr- God of Art
Wen- God of Medicine and healing
Tor- God of Light
Xiteb- Godess of the restful dead
Sigdis- God of wisdom
Children of Anastasia
Gniss- 1st son, founder of Dwarves
Melai- Eldest Daughter, founder of Snow Elves
Falder- younger son, founder of Low elves
Yola- youngest daughter, founder of high elves
The gods hold contempt for the Lords, whom they consider their greatest failures. Nina, though, has respect for them; admiring their lack of rigid order and that they only seek their own pleasures, she often visits with them and has a healthy relation with them.
Anastasia and Elyla have an odd relationship. When Anastasia was a mortal, she encountered the dread mistress and was seduiced by her. Elyla then began to become affectionate for her, and was the one who suggested that Anastasia be made a lord rather than be exicuted.*
Julien is the most beloved lord with all of mortal kind. He is the 2nd patron of the High Elf race, whom he fathered with Anastasia's daughter Yola. Julien is seen as one who watches over mortals and protects them from the gods and Theodorics crualty. Julien also served as Lydia's personal tutor and teacher.*
The Character Sheet:
Dominant Combat Style: (are you a fighter, a mage, an assassin, an archer, etc.)
Faction: (If you're in one)
Weapons: (If you have any)
Homeland: Ataxii Empire/Wuese mountains oasis
Look: Like all Nekos, he has the catlike ears, tail, and elongated fingers that are equipped with retractable claws. His skin is the typical dark tan of most Nekos from the Desert. He wears a long blue robe with intricate designs in it that harken back to his days as a Hillman. He doesn’t wear the headscarf that is traditionally associated with the Neko anymore, as he saw it as a symbolic detachment from his old way of life. His hair and fur are dark black, and he has green eyes.
Dominant Combat Style: Primarily a swords man although he is skilled in hand to hand combat with his claws.
Faction: None/ Formerly Hillmen
Weapons: Traditional Neko Swords
Equipment: A map of his hidden treasure, fire starting kit, and about a week’s worth of food.
Biography: Izemrasen always knew that the traditionally way of life just wasn’t right for him. He decided to go out and explore the world after he became an adult and first explored the rest of the Ataxii empire that had subjugated his people so long ago.
He became infatuated with the Ataxii culture, at just how different it was from his own native culture. He continued his explorations, journeying far into the High Elf kingdoms and the three Low Elven states. Travel and the road became his companions for most of his young life. He later settled down in the Sanaa kingdom, after 8 years of endless travel.
He now plans to return to the Wuese desert and find the lost treasure that legends claim the ancient Ongbar left for their descendants. Time is running out with the civil problems over in Wu, and he will need a team to help him if he ever hopes to succeed.
Name: Kafka Weiss
Homeland: Along the borderlines of the Helstat Dominion and the Jute state.
Dominant Combat Style: Alchemist with a mix of a mage in there. She prefers the use of potions and poisons used in a stealthy and useful manner, but is not afraid to use her fire magic when nessicary.
Weapons: Kafka carries around a small little knife that is more commonly used for gathering ingrediants and other alchemical things. It is almost useless in battle unless she can slather it in one of the many poisons or acids she can create and distill.
Equipment: Kafka carries around a little bag in which she keeps her ingreidiants and expiriments that she is working on. Along with this, she also has a full set of alchemical tools.
Biography: Kafka grew up in the heat of the Jute revolt. She and her family found no refuge or sactuary, at best they were just lucky to get out of the way of helstat soldiers on their daily marches. Kafka had dreams of being able to form food out of rocks and other mundane things, so she tried alchemy as a child. While misguided as to what the science did, she did show great skill in it at just the age of 9. She went onto advanced Alchemical training at the age of 12 and reached a master level at 14. The quick learner she was, matched with her natural gift of Alchemy, lead her onto become a great leader in the field of Alchemy. Many know her name, but few know who she really is. This is for good reason, very few people would take a 16 year old girl seriously if she said she was the greatest Alchemical mind. How ever, this just determines her to make more progress to prove that her age does not restrict her.
Last edited by Erodios; 05-04-2012 at 09:21 PM.
I WILL USE MY OLD ATAXII...ARK!
good to be back at the guild,no?
I dunno...the last RP was slow as heck.
That's my fear for this one as well. I'm gonna try it out though, I'm hoping the new land, new story and the addition of a new race and faction might help even a little.
Can someone give me the link to the old OOC thread so that I can use Altair again?
Thanks! Here's the CS.
Look: Altair looks like a typical City Sanaa, but with black eyes in addition to the black hair and brown skin. He is most often seen in a child-sized suit of steel lamellar armour underneath a long hooded cloak, which would look ridiculous if not for the fact that he seems naturally accustomed to it. Despite his age, his face is often serious, due to not wanting to be underestimated because of his age. That said, one can catch a look of homesickness in his eyes if one is perceptive.
Dominant Combat Style: Altair is good at both figthing and spellcasting, wielding a sword with one hand while flinging freezing water at an enemy's face with another. He is also proficient in Light magic, covering himself in a glowing shield to increase his defenses. Not merely that, but his small size makes him agile, and he often moves around in a brawl so as not to get hit. Also, he can turn water into ice to make weapons, as well as use light to smite groups of enemies.
Faction: (If you're in one)
Weapons: Sword, Mace, Dagger.
Equipment: As mentioned, Altair wears a suit of Armour (Water Magic keeps it cool), and a long hooded cloak for when travelling. Not merely that, but he also carries a pouch filled with gold on his belt. His horse carries several bags filled with more money, Sanaan medicines, equipment for mantaining armor, a small number of books, cooking tools, and other typical survival stuff.
For as long as they can remember, the Sanaa had been content, flourishing through the blessings of their goddess and the skill of their merchants. They had everything they should want in life, and a secure place in the life of Marathon. Why should they be not satisfied with their lot, when they clearly didn't need the warrior skills of the Helstat, the culture of the Dwarves, and the seafaring skills of the Parsagii? Why should they shake up the status quo when it has made them so much profit?
Because, they can be so much more. In the cities of Sanaa, people meet, people trade, and most importantly, people share. In Sanaa, one can see a Helstat and a Parsagii be the best of friends, voyaging to Wu equipped with Dwarven Armor and Weapons. In Sanaa, one can see outcasts from the Elven Kingdoms teaching people magic (both Shamanic and not). In Sanaa, one can see foriegners talk about their beliefs and philosophies in relative safety (enforced by the Town Watch), although of course, none can compare to the worship of the Goddess. And it is the Goddess to which the Circle turns to for their arguments.
Does not all life spring forth from the same source? Are not Human, Elf, and Dwarf bound by the same origins, the same inheritance? The Great River of thinking beings has split into many streams, each acquiring it's own set of knowledge and skills. Competition has indeed stregthened the races, but is there no place for cooperation?
The Circle of Sun and Water is a group of Philosophers, Traders, Priests, Mages, and Shamans who argue that it is time to end the fighting, to end the slaugther, before the world is engulfed by anarchy and destroyed by chaos. However, they argue that sapientkind cannot be unified through wanton slaugther, that a unity forged by blood alone cannot strengthen. Instead, the nations must be shown the fruits of unity, the profit that could be made if they can just combine their skills. And to do that, they need heroes.
Altair's Biography Proper
Altair's father, Hashid, was a member of the Circle, a merchant that travelled the routes to the Helstat cities, and occasionally spied on their people. When the Jute revolt struck, he almost lost his life, fleeing only by the skin of his teeth. His wife, however, died, shielding her son from an arrow. That moment convinced him that the Circle must act immideately before the continents consumed themselves in bloodshed. When he returned, his words found fertile ground in several members of the Circle, who had been shaken by the news.
The decision was made; the Circle shall use it's resources to search for the ideal candidates for the optimal heroes (or heroines), and forge them into paragons of unity, those who will show the nations the benefits of cooperation and drive back the chaos that threathens mankind (although the Circle's Philosophers would clarify that they are not blindly for order; healthy competition can exist, but not in this time). This decison would not have been controversial in itself, if not for Amir's insistence that his young son, already showing himself to be a child progidy, be given the training as well.
Despite various objections, young Altair quickly proved himself to be a skilled invididual, able to recive the teachings of exiled Helstat Battlemadiens, subversive Dwarven Historians, and outcast Wu Magicians in equal measure. He had to; people were about to suffer if he didn't learn as quickly as possible. There were other candidates as well; adults who either looked down upon him or treated him as an equal. He learned from them as much as possible, knowing that he was born with a duty that he must pursue.
Even so, he was still a child with a child's heart, and when he and the other trainees were told to go out to the world, no exceptions, his heart broke. But he refused to show any weakness in front of his father and the Circle; he'll have enough time to cry when he was alone on the road.
*No, I haven't played Assassin's Creed. I just like the name.