~:Character Applications have been reopened:~
In-Character Thread|Character Sheet Thread
~Key to Eternity~
A roleplay brought to you by HellOfALife and Nevada
Welcome to the planet of Rhye, stationed in a relatively safe galaxy, with one huge star and its two red dwarfs satellites which centers the Nuebell solar system. Rhye is diverse in its races, but its cultures are its prized achievement. Well…considering their discoveries, not how they currently live. Apart from the mortal races, you have the occasional man versus mother nature conflict, and the natural semblance of chaos that is followed by stability. But unlike the other planets, Rhye has long since been infested by a brooding, and corroding darkness. Brought on by the very organisms that inhabit its surface; a price for the rich veins of magic that seep through the Earth, Water, ad Sky of the planet.
This darkness eventually came to be known as a force of mutated beings transformed by dark magical essences, the mortals had ignored their presence at first, instead believing their existence to be nothing but myth. That was until an army was raised, a thousand times formidable than what was originally perceived. In the end, these mortals were somehow able to push back these beings. The First Anathem, gave birth to the worldwide knowledge of Daemons. Now that the mortals knew their enemy, they would know that these Daemons were not to be easily eradicated. With only the information gathered on the malignant species, they passed on what they could to future generations. A cycle of Anathems occurred, forcing all species to join together as one and fight these abominations off. But as time progressed the Daemons nearly overwhelmed the humans. The previous Anathem was proof to this; it was during this plague that the mortals were able to comprehend their goals. The Daemons wanted nothing more but absolute power from the Divinity Well, the location from which all life and magic was born.
The victory of the last Anathem is unclear to this day, few can remember the heroes who set out to destroy the Daemon army, though in records, and in physical evidence left in previous battlefields the last Anathem introduced the Daemon King Lumos, who was originally a human with a strong conviction even during his transformation into a daemon. He collected power over the dormant years before the Anathem, and ruled his army with effortless grace and brutality. Who this human was is unknown. The remnants of his siege still exist, in fact the carcass of his body, which has solidified lies in an extensive grassy plain in Laurel, as time turns forward from the last Anathem. Society has gone under a complete redecoration; cultures further isolate races from one another, causing turbulent tides over the continents. As history repeats itself, a new Anathem lies on the horizon.
But what does this mean for the rest of the races? Will they be able to overcome their difference and band together in order to stop the Anathem? More importantly, is there any way to stop the cyclical plague? The answers can only lie within Fulton J. Hawke Academy. An academy established to enjoin all races stands in the forefront of this debate. You are a student of this academy, coming face to face with the real threat of Daemons. In the end, you must choose where you will stand in this conflict.
Game Master: HellOfALife
Co-Game Master #1: Glaedr
Not very good at introducing myself, but I'm Hell, and I'm the overall game master of this roleplay. I'm looking for dedicated players who'll be able to stick with this story. The roleplay plays with the fantasy genre, with the added strife of racial inequality. I should mention that the Academy is not the general setting of the entire plot, it will turn into an adventure as events unfold. The age limit along with other playable races will open up at the same time. As for right now I'm looking for characters within the set age limit. I can't tell you how hard I worked on revision this entire roleplay. Believe it or not this is the fifth reboot of this roleplay, this time though, I finally have a stable internet connection to actually manage it. The co-creator of this game has (I believe) left RPG, but I wouldn't be crazy enough not to include credit to the wonderful Nevada (wherever they are). There is no limit as to who can join unless it would somehow hinder what we have here. To coincide with RPG's image limit, the locations and the character roster (I'm debating on whether to split the character roster into a different thread) are separated between posts, this also makes much of the information coherent. Enjoy
No Godmodding, Metagaming, Etc..etc
No Flaming/Trolling, Arguments should be kept in a friendly manner
This roleplay will be considerably mature, I expect you guys to be just as mature as well, explicit subject matter should be taken to Pm's.
Romance is encouraged, but please be considerate of how real relationships work, don't simply fall in love at first sight.
No one lining or chat speaking, at least 1 paragraph (five sentences) in IC posts.
All RPGuild rules apply.
If you have any problems, or want to add some addition you're not sure about to your OC's character sheet, please feel free to PM me.
Dedicated players should try to post at least twice a week.
Please try to interact with other characters.
Players are only allowed to have 2 characters.
Reservations last for only 3 days, afterwards your spot will be relinquished.
Convo's are allowed between characters when scenes require focus on two or even three characters.
Daemons; these wild, mangled abominations have plagued the planet of Rhye for years, yet none of the races on this barren surface can acquiesce on how to deal with these malignant beings. In a world where people are separated by their respective cultures and races, and where xenophobia is so strong that entire races find themselves hindered by it, comes the creation of an Academy, designed as a melting pot for all students across the surface of this planet. Fulton.J Hawke Academy has served as an education center for all races and cultures regardless of background. Here future warriors, scholars, politicians, and many more are crafted from this institute. For 300 years Hawke Academy has served this sole purpose with the intention of uniting the world as it once was.
Unfortunately, a new plague of daemons has struck the planet, and this time its threatens every mortal race. The Anathem, has now gone into full effect, a new darkness plagues over the land, with only a mysterious chosen few who suddenly have the power to control Daemons at will. With trouble on the horizon what lies in the future for the fate of Hawke Academy, and for the rest of the world?.....
The scientific and cultural name of the human race, they are abundant in size, but are noted for their diminutive life span compared to other species, their existence trails back to the barren deserts of Gazeram. Despite being late to the evolutionary game, they are a widely spread race, are the most adaptable, and can make do in almost any climate. The other races often see the humans as being inferior due to their evolutionary lineage, and their close genetics with either Azrul or Elves, although humans are rather quick to disown any research pointing towards such. The humans are rewarded for their versatile pursuits and invention of modern technology, but these inventions, and their inventors, are often blamed for much of the discrimination between the races and their refusal to join together to defeat the daemons. Humans are theorized to be either; Elves who were cut off completely from the Divinity Well in Gazeram and, thereby lost their normal Elvish features, and powerful magic, only to rediscover it again, or an evolved form of Mokay's due to their close genetics. Unlike the rest of the races, a human’s ability is solely dictated by their culture. Most do not have any natural abilities, and are instead shaped by their environment. Some dispute on whether or not this is an advantage or disadvantage. Humans can learn nearly any ability under the sun, with the advantageous ability to adapt, while these abilities may not be as potent as one race or another, they usually have the power to use them effectively.
Culture and Race
The Jinmei are half Humarian/and half Elvian. Most of the race has separated itself from society, traveling in nomadic groups searching for sources of magic. Jinmei are dangerously attracted to magic, and these groups are often searching for leaks within Rhye's crust. They are also susceptible to spirits, and many end up possessed, or transformed. The Jinmei who choose not to follow tradition and join these nomads, are often diplomats, or nobles. Many serve the Emperor Caelius Meade and some even serve on Croy's council. These individuals are almost always born with raven hair, bright opaque eyes, and glowing tattoo's littering their bodies. They are normally avoided by the Elves because of their constant cravings for magical power. It is hard to determine whether or not Jinmei can live normal lives considering their genetic disadvantage. They are caught between their love and craving for magic, and their desire to add stability to their lives. Jinmei are the most likely candidates for Daemon transformation, so they must take caution in areas strong with Magic enrergy. Some Jinmenian women are bred to be spouses in arranged marriages, though males far outweigh the general population of this race. Despite their weakness to the influence of magic, Jinmei still make up some of the most powerful magicians known to time only to be trumped by the Elves.
Jinmei share the abilities of both Elves and Humans, they have strong magical powers, and average physical prowess. Most turn to magic as a means for defense. The Jinmei borrow their magical abilities directly from Elves with only a few differences. They are perfect candidates for the mage warrior archetype.
Unique Racial Abilities
Jinmei easily accept the feelings of others, and can often sense if something is emotionally wrong with someone. This power is actually used more for manipulation, it helps the Jinmei better understand one’s emotional state garnering them an advantage. This is the main quality of their success as nobles in certain societies.
This power usually shows up after experiencing something tragic, or during sleep, although aged Jinmei can use this ability freely, the older the caster, the clearer the vision.
Normally, the older or more experienced the caster, the farther the teleportation. Most Jinmei can teleport about 20 feet from the target. Although, there is no way to know where one might teleport, and teleporting is not possible when attacked.
Certain Jinmei are delegated to positions of protection, a small few have the power to negate the effects of magic. This power is a relatively new concept for the race, and is difficult to teach most since it teeters on the edge of life and death. Skilled negators can completely eradicate the ability to utilize magic in their victims at the cost of nearly half their lifespan, one ages considerably under these effects, and some die, this all depends on the strength of the essence, though Negation is mainly use to disable dangerous spells that can cause potential harm, instead of completely removing the ability to perform magic. Jinmei who are trained in negation can only channel this power once a day, and it completely depletes their magic restores for a two day period, thereby, making negation a rare spell. Negation requires physical contact with the victim, one must stand completely still in order for the spell to take effect. (Example: Someone uses fire based attack, while a Jinmei can use Negation to disable that attacks but at the cost of depleted magical reserves)
The Elvian, or Elves is a race and a culture. They were among the first mortal races to populate the planet, despite popular belief of humans coming into existence long before the non-human races. The Elves, keep out of world affairs, and live inside an archaic temple near The Divinity Well. Many Elves dedicate their lives to protect the Well from Demonic contamination at all costs. Throughout their long history, the Elvian race has run into trouble with all natures of man, at one point humankind's discrimination was so unruly, that the Dwarves were forced to seek refuge in Wicken, an agreement that was made with haste. Unfortunately, The Umpire demanded that the Elves return the Dwarves or risk war. Instead, Elven leaders decided to traverse across the wastes of Gazeram to The Golem City and enact a treaty which allowed the Dwarves to reside in the city under the protection and watch of the Golems. The Elves usually strike trouble with the Telbets because of their slavery laws. A war between the Telbets and Elves is common news every few centuries. The Elves are normally peaceful creatures, who are even more in tune with the land than the Chatkaw, due to their ancient history. The Elves first resided in the Arzulian Jungle with the Azrul, but the Elves choose freedom instead of confinement and set out to claim a land of their own.
Elves are the most skilled at Magic of all types, excluding White and Dark Magic, which were imperfect forms created by the humans, they know that magic has no moral to it. Despite this, they seek all knowledge through the power of Magic. They are very wary of visitors to Wicken, and most people cannot even venture past the protective barrier on the Island without the assistance of a fellow Elvian magician. They are not indifferent to humans; they are in fact, slightly fearful of them due to conflicts in the past and choose not to mingle, though, some Elves choose to escape Wicken and find a new life in places like Detino, Croy, and Laurel, most notably Detino, due to the fact that they seem the most benevolent towards them. Elves are normally pale and pinkish, but skin color is usually within a wide spectrum, Eyes and hair colors vary widely, with no predetermined type, the same with heights and build. Names vary wildly, and may have accents in the middle. As far as age is concerned Elves live to be about 500 or so, some even longer, but the methods used to keep others alive past their time aren't exactly.. moral.
Unique Racial Abilities
(Any of these can be learned by another race)
This type of magic consists of spells that disable the opponent from attacking, or it may completely change the state of the mind, with illusionary magic, you see, but you do not feel any effects.
Elves are able to conjure weapons made out of magical energy, Its duration is dependant on the user magical restores.
Elves are able to modify their appearance, and the physicality of most objects, as long as no one attempts to touch it. They can also cast invisibility spells when needed.
Usually elves that either cannot perform magic (which is rare in any case); or a Warrior Mage who needs an easier way to attack enemies, utilize archery, despite the art not being heavily rooted in their culture like the Chatkaw, the elves tend to be adept at it, if not second to the Chatkaw.
- Magical Talent:
Their close connection with the Divinity Well has caused the Elves to be the most magically potent; they can channel ungodly amounts of magic under the right circumstances, albeit, it usually requires hundreds of years of training. Older Elves are usually capable of attaining such feats but only use this power when the Divinity Well spurts its energy every few centuries. Otherwise, most elves are subject to training this untapped source. Though one must be careful, this power often attracts the wrong type of spirits.
In Rhye mythos, the Azrul were created at the same time as elves, and were introduced into the world as their ‘brother of the forest’. However, over time the two races diverged, and where elves grew into a race which would colonize lands outside the forest, and make heavy use of magic, the Azrul continued to dwell solely in the forests of Rhye, and preferred the spiritual side of life as opposed to the intellectual. Similar to humans, many of the Azrul's abilities are dictated by culture. The Azrul who exist today are scattered across the continents, and most deal with racial discrimination, especially in places like The Umpire, where most Azrul are enslaved. The race is split into 3 different species. Like Humarians, the Azrul are free to learn nearly ability they have been taught.
These are any Azrul who show predominantly feline characteristics such as a broad face, sharp teeth, and angled almond shaped eyes. Most walk on two legs, but hunt and run on all fours. The race varies wildly and they are the most prevalent Azrul. Some seem to harbor hate towards the human race due to conflicts in the past, and others seem wiling to accept the fact that humans are here to stay. Like the Mokay, the Faylin is covered in hair, and range in size and height. They make impressive sell swords, and merchants. Faylin normally have slender bodies, with more bulky types existing in places like The Umpire.
The Mokay are closest to humans in terms of genes, and appearances. They are exactly what they sound like: Monkeys. They come in all shapes and sizes from slim, to pot bellied like gorillas. They are talented hunter-gatherers. The Apes species have impressive physical strength, far more than even the Telbets display. Physically, the Mokay are hairy, and usually Dark haired, it’s rare to see any other color. The young ones are usually playful and lively, while the elders are calm, and observant. Their bodies are nimble enough to travel long distances, and lofty structures. Compared with the other Azrul they normally have a deeper understanding of magic, and are therefore the most adept magician out of the three. Although most still prefer physical prowess over magical.
A race of BeastFolk, with scaly skin, and oddly colored eyes. Reptil stay with the Chatkaw in Laurel, and are usually too stubborn to leave the comfortable swap lands. The Reptils look like humanoid lizards and have absolutely no hairs on their bodies. They are much rarer to come across on any of the other continents. These humanoid reptiles are closely related to the Nixies, their ancestors were separated from their own race, and instead choose to adapt to the swampy lowlands of Laurel, thereby, producing new physical features and abilities over a few hundred years.
(images shamelessly stolen from the Final Fantasy series :/ )
The Fayun are; like some races, spread thinly across each of the continents, and are a rarity. They are the interbreeding of the Azrulian Faylin, and Humarians. Physically they are often shorter than normal humans, lithe and flexible. They retain very few feline characteristics other than petite noses, slightly broader faces than humans, lengthy tails, and they're predominant ears. They are viewed as being strange, and often attracted to meats, shiny objects, and can often fall victim to petting or scratching behind the ears. Otherwise, they are like any normal mortal on the surface of Rhye. Genetically they resonate more with humans, and some Faylin do not see them as true brethren because of their human lineage. Despite this the Fayun have learned to adapt to most cultures and hold no qualms over some of the more unbecoming racists who would separate themselves from the Fayun.
Nixies are said to come into existence around the same time as humans although, they have only been recently discovered. These aquatic organisms originate from the sub arctic zones of Rhye known as Pheas. An underwater kingdom exists to rule over the domain of the Nixies, although most are free to come and go as they please. Unfortunately, the kingdom is plagued by racial inequality, after revealing their existence; the Nixies found their own mating with Humans and Elves, causing unexpected hereditary changes. These hybrid Nixies could easily traverse on land without the nearly constant application of water to their gills. The noble class in Pheas wanted nothing to do with these hybrids, and so their rights were stripped, and a great schism of indifference was set between Hybrids and purebloods. This instance is dubbed the Great Tide in Nixian culture, where many hybrid Nixies escaped Pheas to live in warmer waters beyond the frozen wonderland. Hybrid Nixies are usually wary of Purebloods, while most Purebloods are taught to avoid or even belittle the Hybrids. The Great Tide, resulted in many Hybrids residing in the waters of Wicken where the sea is plentiful and pure, and the Elves are generally accepting of their presence. Pure Blood Nixians typically have an inversion to dry land, while they can travel outside of water, most cannot stand more than an hour without, though they have strong swimming abilities and gills, allowing them to breathe even in the most averse of weather. Hybrid Nixians have weaker gills and swimming abilities, but have strong aqua based magic. In order for a Pureblood to survive on land, they would need the assistance of a spell like Bubbles, which allows water to flow through the gills freely. Hybird Nixians are easier to identify than their Pureblood brethren by their dominant Humarian or Elvian features.
Unique Racial Abilities
Most Nixians have a strong control over water by the use of Magic (stronger tham those found in elemental based mages). Between Purebloods and Hybrids, Hybrids have stronger aqua based magic. In a genetic sense any Hybrid mixed with Human or Elvian genes automatically have a racial advantage over Purebloods.
Control over aquatic animals:
Establishing themselves as rulers of the sea, has gained the Nixians respect from other aquatic beings. They gladly obey their superiors, and Nixians have proved to respect lesser beings despite being delegated to lower roles in Nixian society.
Telepathy runs deep in a race that at first, had no formal way of communicating with others, and through the use of telepathy there were able to create a language and differentiate themselves from other aquatic beings in Pheas. Underwater; their powers of telepathy are stronger, anywhere else it is weaker and requires much more concentration.
Nixies are born with a natural layer of gel over their bodies. This gel had regenerative effects, allowing them to regrow limbs under a few hours. Nixians do not bleed instead when injured; this regenerative gel covers over the injury healing over time.
Diminutive in stature, but not in pride and dignity, Dwarves are not humans, despite having humanoid features, many are mistaken in believing so. They once inhabited their own continent, but were forced to relocate after pollution from numerous wars overtook the continent's resources. It was later swallowed by the waves of Rhye's oceans. Leaving the dwarves with no home, and an enemy set to destroy what was left of the race. The dwarves are partially guilty of their fate, having initiated so many wars and squabbles with The Umpire had a devastating effect on their former civilization. They were at first forced to seek refuge with the Elves, but the Umpire threatened war upon their land, and the Dwarves were once again forced to relocate. Fortunately, their saving grace was the pact that the Elves made with the Golems who sympathized with the race and welcomed them into their fortress. For the last 400 years the Dwarves have lived beneath the Earth with the Golems trying to ween out a peaceful existence. Although, their naturally fiery spirits could not be quelled, and as Hawke Academy gradually opened its doors, the Dwarves eagerly allowed their young to attend.
Dwarves normally live to be around 200, and are noted for their strong, and husky statures. Not all are suited for war of course; scholars and artisans live among the battle ready types. For practice, Dwarves normally venture out of the safety of their home caves, and into the deep reaches of Hollowpoint to fight daemons. Dwarves typically have difficulty learning magic, being underground for so long has limited their ability to perform magic, and though there are Dwarves who can become adept magicians, the probability of such is very low.
Unique Racial Abilities
Dwarves are adorned with unnatural strength, with the ability to lift, throw, push, shove or break anything they set their minds to. There is no difference in strength between the genders either.
It is said, that you can hand a mace to a Dwarven infant, and they would learn how to use it within the hour. Dwarves are masters at weapon specialization; they can master any weapons given enough time, though most prefer heavy, blunt objects. It is an ability awarded to them in tribute to their war days.
Dwarves are the only race who can proudly proclaim the ability to resist most magic, their distance from the Divinity Well, may have hampered their ability to perform spells, but it has also allowed them to resist magic; whereby the effects of some thing like a fire spell would be completely neutralized by their resistance. Of course this is all dependent on the strength of the magic.
An ability that grants them massive strength but sacrifices defense and resistances, is often uncontrollable, and bloody. All Dwarves should use caution when under the influence of it.
Hundreds of years underneath the Golem fortress have granted Dwarves the ability to see in the dark with little effort, although their eyes are slightly sensitive to sunlight.
Being away from the influence of magic for so long had provided Dwarves the ability to sense magical energies of all types with ease; though they are not attracted to it like the Jinmei.
Many Dwarven crafts have made their way across the surface of Rhye, they was the first to discover the art, with the Telbets simply expanding upon it. They feel strongly for this craft, and are usually threatened by those who claim that Telbetian craft is superior.
The Dalen live in a traditionalist culture, they look to whatever information they can find about the ancient Humarians of Gazeram and attempt to live by these ancients codes. They worship a powerful spirit known as Rion, who claims control over the sands. Since most of the population promise obedience to his word, most can use the art of Geomancy. The Dalen are a peculiar sort, tests have proven that they are not originally human, and have a common ancestor with a long lost race, making them a species of their own despite the fact that they relate more to Humarians. The Dalen see the preservation of history as being their most important duty, many turn to archaeological dig sites to find the next buried treasure of hidden prophecy. What they have recovered from these sites has helped build a society based on the old culture before the use of magic. Magic is strictly forbidden in Dalen society and most see no use for it other than corruption of the mind and body. They have extensive knowledge of Daemons, and with the proximity of Gazeram from Hollopoint, daemons are a common sight around the wastes. Most civilians are armed or trained to fight, and for the most part they do not believe the daemons pose much of a threat. Some Dalen are xenophobic of non-humans, believing their use of magic to be blasphemous and punishable by death in some cases, they teach that magic is the root of all evil, with proof of this 'evil' being Daemons. The Dalen are known for their revolutionary advances in education, and despite having little tolerance for magic, the Dalen claim some of the most well known scholars and scientists in Rhye. Most Dalen feature tan skin, coupled with dark brown eyes and hair. Men are usually taller than the norm alongside the women. Physically the Dalen are skinny, slender, people, akin to the Elves.
Through years of collecting natural ingredients the Dalen have perfected the craft of Alchemy. Most Dalen know how to mix simple ingredients to make powerful potions and ether.
Considered to be a vital part of Dalen society; Physical Alchemy revolves around using the human essence to craft weapons, constructs, and soul gems. These objects are small, but most require only a fraction of life energy. The art is extremely rare, and considered to be one of the most dangerous to learn, one must train and subject their bodies and souls to quotidian meditation in order to balance the threat of another soul invading. It is similar to the art of conjuration, with the exception of how these objects are brought along. Constructs take up the least amount of energy and are easily deconstructed without harm to the user. Weapns require more energy and are proven to last longer. (Think of Full Metal Alchemists)
Geomancy is the power to manipulate and control mineral, dirt, rock and soil of any kind. This art has been around since the beginning of Dalen civilization, it is known as being a difficult art to master, most use it sparingly because of its erratic energy. Geomancy is not magic as most wish to claim. The power has its usage even on metal constructs, which is just diluted minerals. The strength of the Geomancer depends on their devotion to Rion, in one of Rion's tenants one must use this power only under the pretenses of protection and not gain. Someone who uses Geomancy to kill is usually shunned by the Dalen, some are even killed for the treasonous act.
An ESP ability unique to the Dalen. The Dalen are so attuned at finding historical objects, that some are even able to feel the energies pouring from these objects and can envision historical events. This power has helped detail the past, building their society as an interpretation of the past.
Normally this is used to imprison those who have committed serious crimes, these souls are trapped and used to summon the essence as a purely combative weapon. Think of as having a ghost following you around, and fighting for you but only under a limited time. These souls are often weak, and cannot do much damage but with numerous soul gems one can use these to overwhelm opponents. They fight in accordance to their owners will. Soul trapping is a forbidden art, and must only be used under punishable circumstances in Dalen society. The soul will suffer eternally inside the gem and cannot receive release unless broken by a soul trapping expert. A tale often told to children at night, details a warrior who led an entire army of trapped souls against a dictator who threatened to corrupt the land and imprison the people, much of this is up to speculation.
Deep within the forested ranges of locations like Wicken, The Azrulian Jungle, and Laurel exists the Okari, here they are born of the strong magicks presiding over the vegetation. The Okari are composed of reborn or lost spirits who refused to settle into the afterlife, instead preferring a different existence. Each spirit born as an Okari has almost no recollection of their previous life save for dreams and rare flashbacks. Even then it does little to disturb the being at the present time. The Okari are normally adorned with green skin reminiscent of chlorophyll, they can even smell like plants of any kind. Normally they stick together in covens and clans, and they rarely make contact with other mortal races. They are born from the flora and fauna surrounding the planet, so places like Croy and Detino are naturally adverse to their nature. That isn't to say that there aren't any Okari who live among the more technological civilizations, those who do are called Ikari, their physicality seems to be the only thing hinting to their heritage. Often times they appear less feral than their brethren of the forest, otherwise they are all the same. The Okari base their powers on that of plants and rejuvenation.
No one is exactly sure where the Kilarion prevail from, all that is known is that they are not of this planet, seeing as how very little of them can assess the uses of Magic and cannot accept any offerings from the Divinity Well. The Kilarion are strange beings, and are a rare sight in Rhye, there is no one location where they all convene, many of them are isolated from the cultures found across the planet, and try not to associate themselves out of fear of discrimination, which is already prevalent against them. The Kilarion are noted for their advanced intelligence, and powerful mental capabilities. Their reasons for residing on the planet for so long are unknown to even them, it is speculated that their planet was destroyed and with it their homes, Rhye might have been the closet destination for them to reside, but upon finding that it was already populated they simply isolated themselves. Kilarions are often quite tall, and have strange physical features, their skin if often a multitude of textures along with the color, hair is a rarity in the race, and they seem to only retain humanoid appendages.
Non-Playable for now
Golems are the oldest race on Rhye, as evidenced by Elvian magic. Though their origin is locked in secret and clouded by myths. Most Golems lack the capacity for speech, and instead use their movements as a form of communication with other races. The Golems who can speak are often ambassadors of sorts for the Golem City. Golems are in fact, just pure magical spirits who can possess rock and dirt in order to take on a physical form. Death is not applicable to these spirits, and there are very few who can even imagine ways to eradicate Golems. Golems are friendly to most, but are unyielding when attacked, often deploying a series of physical and strong, ancient magic in order to destroy foes.
Non-Playable for now
These unfortunate beings are infected by demonic taint. Every Anathem has accompanied disease because of the strength of the plague. Usually, the taint is only spread through more powerful daemons, while catching the taint through lesser demons is rare, it is not unheard of. Currently, the taint only affects Humans and Azrul, though it has a reputation for spreading amongst the other races. The taint is always accompanied with painful physical transformation, and in most cases mental deterioration. One does not turn into a daemon under the effects of the taint, but instead a Halfling, which can be just as dangerous. Most die from the disease before being aware of the transformation. But others have seen their deformations as an advantage.
Non-Playable for now
Daemons are tainted essences influenced by magical malevolent spirits, or by an overdose of magical radiation. Getting too close to a radioactive magical energy source can mutate anyone if they’re around the source for too long. Victims are also susceptible to the influence of spirits, who can lead them to specific sources and use it to transform them. These spirits are usually attracted to those who hold a powerful spirit. The Daemons seek to taint the Divinity Well, and use its power to control and convert the rest of the races that dominate the planet. To do this requires hundreds of years of planning, and building an army. These instances are Anathems, demonic plagues that seek to threaten the livelihood of The Divinity Well. The last Anathem, included the introduction of the Daemon King, Lumos, who was nearly able to reach his goals of submerging Rhye under the rule of Daemons, were it not for the intervention of a mysterious power lost to history, utilized by heroes lost to time as well.
Lesser daemons are usually of average intelligence, many of them cannot understand concepts like mercy and love, but can replicate these feelings with illusions. Lesser demons are mid-size, around the size of a full-grown human male. Appearances vary wildly, and most are described as grotesque. Power also varies, the majority are weak fledglings (though in numbers they are formidable), while the stronger ones are normally close to Hollowpoint, and can travel farther than fledglings without feeding. Most Daemons feed on flesh, but they can also depend on other sources like vegetation, if the need arises.
The Unions live in the city-state of Croy. Unions are basically the intermingling of any and every race born on Croy, from Elves, to Dwarves (though of course in a lesser quantity.) Here enterprises and companies rule over the people, it is a reflection of a more foreign world compared to the other continent who are seen as being undeveloped, Unions are a reflection of our world. The people are mostly tolerant and welcoming, despite what rumors may speculate. Though, admittedly they rely too much on technology, and the government hides much of the conflicts presently occurring in the world around Rhye, leaving many of the civilians uneducated on the racism that exists outside the safe walls of the metropolis. Despite Unions being a melting pot of nearly all the races, any remaining traits, or skills are so diluted that it can hardly be traced back to the original. All Unions have some type of technological prowess, and they aren't afraid to show it. Any of the traits below can apply to your Union character if they are a mix of the race, (e.g Nationality: Union, Origin Race: Chatkaw)
The Chatkaw; from what can be observed they never grew out of their old prehistoric humarian customs, choosing instincts over intellect. Out of all the races, no other displays such spiritual connection to the world. They meld well with the animals of Laurel, and are efficient hunters and Magicians. Most Chatkaw have slender build, tan features, and are usually astute and strong. Albeit, they don't produce meaty soldiers like the Telbets. The Chatkaw are distributed into several tribes across the continent of Laurel. There is no unanimous tribe the people must move, due to the unstable tropics, and availability of food. The Chatkaw are rather spiritual and believe in the existence of Gods, Gods who control all manners of nature, and events. This is the usual tradition in the land of Laurel, and without this system tribes could not function. The Chatkaw aren't at all savages as other races might paint them, they simply become offended when other races attempt to tamper with the land, a land they feel very protective about. This has led to a strong abhorrence of the Unions and the Posh, most Chatkaw are wary of visitors of Laurel, and are sure to stop anyone attempting to tamper with the land. They simple see no use in people who aren't attuned to nature researching or exploring any of it. They feel that their way of life must be experienced, not studied. Chatkaw are spiteful against Luna's and Union's. Croy poses a pollution risk to the wilds of Laurel, and the genera; disregard Unions have for nature, and the Luna’s use of dark magic, which is considered blasphemous in Chatkaw culture. Having ties to malevolent spirits, the Chatkaw want nothing to do with them.
-White Magic: The Chatkaw invented White Magic as a way to gain closer contact to the spirits. Lists of the type of spells they use are below:
Any type of cure spell you can think of, the larger the wound, the more energy is needed to heal, CANNOT bring back the dead.
Protect, Magic Shield, and resistances to elemental magic, like ProFire, and ProIce, and Hatse
The Holy spells are particularly useful against Demons of any kind, and can be imbued on weapons.
Spells that allow the user to cure others of diseases, whether it be specific or easily cured. Dispel works for most ailments.
A spell used to protect the spirit from contamination.
Elemental magic was the first form of magic to spring in Rhye, the Chatkaw know much about it, but they do not claim to be the masters. A skill that is unique to the Chatkaw is charging their weapons with elemental magic for a more potent kill. A skill that other cultures (most notably the Telbets) has copied.
The Chatkaw who don't or can't access magic, are skilled scouts, they are proficient with light armor and weapons, are able to track through nature with skill. Life in Laurel has toughened them to seek out their goals in any forest or greenery.
With Scouting and Hunting comes the added bonus of Stealth, particularly camouflaged stealth, a practice unique to the Chatkaw. They are able to use quick kills, and jump across tree tops, or even buildings, and land without making a peep. It is speculated they are second to the Posh for their uses of stealth, but the Chatkaw simply name it off as being a result of the wretched technology they craft.
The Chatkaw have been hunting with bow and arrows for years making them the most proficient at using such weapons. The Elves fall short at a close second and the Luna a third.
The Posh are all about elegance, style, and efficiency. They were once pioneers of modern world technology, before Croy had updated its standards. Either way, the Posh still strive for excellence and maintain the highest echelon of education in Rhye. Without them, education would not have been established in places like The Umpire and Croy. Their culture is inspired by Victorian era customs, the women are keen on wearing dresses (and for those who are a little more adventurous, pants, or pantaloons), and the men usually wear suits and top hats. The Posh are remnants of a secret society long ago in The Umpire, who wanted to embrace the lighter side of life. To escape persecution by the government; the small group of nobles sought out refuge in a new land, an island big enough to create a city, with then turned into a state, and then into a continent.
The Posh are highly intelligent and articulate. They have deep roots in hedonism and the pursuits of knowledge. Citizens often spend their days locked in heated debates about the worth of exploring space, or what they'll wear to the next banquet. Most Posh belittle the Telbets and Chatkaw for their 'raw' living, they simply would not want to live in such conditions and without any awareness of changing their way, they will remain 'savages' to them. Usual physical traits of the Posh consist, of dark brown to blonde hair, pale skin, (due to most of the weather in Detino being rather rainy and humid,) and tall, slender builds, most of the citizens have English accents to boot and a small percentage have Southern accents. The men aren't usually too active, but of course they don't eat enough to get any fatter or slimmer than they already are. Names are usually very formal (John, Williams, Annie, and Elizabeth) and can even have Southern surnames (D'Beau, Wilkins.)
Despite most of Croy's technology trumping the Posh nowadays, one invention will always stand out from the excellence of Croy technology. Magiteck, Magicteck can range from huge combative weapons, to replacement limbs. Magiteck can replace and repair any and all damage; lost an arm? Go to a Magiteck surgeon to replace it with a better functioning limb. Some people, even without any disabilities, go under the knife to receive MagiTeck, though typically this is much more expensive. Magiteck also serves as a way to efficiently use magic as energy; this technology is used on the floating Hawke Academy to keep it sustained in the air.
The Posh speak the language of romance and persuasion, its no wonder they are able to charm nearly anyone with their silver tongues. Deft and crafty mouths fit those who are willing to listen.
The Posh are easily attuned to most technology, often having the means to disable or re-circuit machines in a matter of seconds. This advantage allows them to use hacking, technopathy, and engineering. Normally, young men and women take pride in their inventions and natural aptitude with technology.
Usually known for carrying light weapons and firearms, do not mistake the haughtiness of a Posh for weakness they are oft to wrangle themselves out of any dangerous situation with the help of daggers and mini pistols.
Maybe it’s the technology, or maybe its natural, but the Posh are skilled thieves, and white collar scam artists. Most notably the men, and to a lesser extent the women, these crafty individuals use power, money, and attractiveness to garner income, and status amongst peers.
With the use of MagiTech, any Posh could become a master of technopathy, of course this power is more useful in places like Croy, although the power is known to be dangerously overwhelming if one fiddles to long with technology. Others have gone so far as to try and merge with machine, these incidents are often why technopathy is a rarely practiced art despite its technical ease. Technopathy allows the user to control any machine with the use of magic; they can even link into the machine as one mind, but switching off certain functions in the brain. The ability is rarely noted in the culture, and most who use technopathy are disregarded by Posh society.
Of course like all races and cultures, elemental magic is within anyone’s reach. Most Posh don’t use it and prefer the simplicity of machines.
The Telbets are a fearsome culture who don’t take kindly to threats, but this is not the mindset of all of them. Telbets are a mix of Nordic European traits, and Roman/Greek traits, the same with the culture, the high-class live in the Olympian styled stone structures, while the poor live in essentially wooden cabin houses out in the cold mountainous regions. Telbets are obsessed with glory, and honor without it; life is not worth living. Most Telbets are warriors, an equally honorable career is blacksmithing. Though slaves are usually given the jobs of servicing them, those who wish to resist slavery by the government must fight in the Stadium and win against at least one opponent. Slavery is also condemned on those who commit heinous crimes. The Telbets care little for education. Although the rich receive it, especially those involved in politics, these people are usually highly regarded by the Emperor. Emperor Caelius Meade. The Telbets see most of the other races as inferior and beneath them. They hold a deep fear and hatred for the Elves, due to their use of magic and previous defeats, when the Telbets attempted to invade their land though the course of many years, and possibly more to come. Captured Azrul, Elves and Dwarfs, make up the bulk of the slave population, with humans being a minority, a problem that brings friction between the Telbets and the non-humans.
The men are usually bulky and strong, the women are slightly similar, if not a little slimmer. Other physical traits include curly Brunette, Blonde, and Ginger colored hair, along with freckles and pale skin.
A tradition that is now somewhat lost, dragons once threatened the safety of the world hundreds of years ago. Leading to an entire coalition of warriors dedicated to teaching others on how to defeat the creatures. Yet, since their extinction, the art has been left abandoned and only carried on the Umpire as a means of remembering the past. Dragoon warriors are usually adorned with spears and use high aerial attacks.
Some men ( and women) have shown that the sword is not the only way to effectively kill a target and that brute strength; if used correctly, can be just as useful if not even better, usually these individually are trained from the earliest stages to use raw strength in the Arena.
- Blunt Weapons
Any Telbetian who does not know how to wield a sword wouldn't be considered a true Telbetian at all. Swordplay originated in The Umpire, no other race comes close to the mastery behind the blade that Telbetians have acquired. For as long as the human race has existed time and time again has shown that the Telbetian are formidable in the practice.
The Umpire merchants are known for selling some of the best pieces of heavy or light armor to grace their warriors. An art that is steeped in tradition continues for the Telbets. After all, a warrior cannot expect to survive if they wear nothing but clothes.
-Rare Magical Abilities:
Most Telbetians are inept at magic, which serves as a reason for their disregard for other non-human races, particularly elves. The culture is steeped in myths concerning their previous emperors with likenesses to Gods. Magic was seen as punishable by death long ago, despite the laws being lax on it now in The Umpire, it is still seen as an insult against nature. Perhaps the Telbets would destroy the Divinity Well if given the chance. Though their hatred of magic stems from the many wars they have lost against the power of the Elves. Fortunately, any Telbetian descended folk in Croy can perform magic if the have the will to, though at the cost of normal progression and genetic lineage, they cannot hold a candle to the Elves in even one lifetime. Not even the most hardworking student could gold any hope for such fancy.
Very Little is known about the Luna, named after the mountains that reach into the moonlight over the border of Kozamu. They have predominately Asian appearances, most of the people are healthy, and have dark brown hair, coupled with Dark hazel eyes. Hand-to-Hand combat originates in this culture, for a people who had no type of alloy to manipulate in the past; the Luna found a way to defend themselves by using their limbs, and essence. Unfortunately, those who could not master those arts turned to 'darker' ventures, using the dead to fight for them, and hexing their enemies. They welcome foreigners, and similar to the Chatkaw; they seem to embrace the more spiritual side of life.
Luna are the first to pioneer in the art, those who continue to practice this art are usually on the fringes of Luna society. Usually the magic requires someone who lived with a strong essence, since the body is proven to last longer with a stronger soul. The body is always better fresh since it proves to stand longer, it is more difficult to resuscitate a body that has long since passed on.
Dark magic normally includes anything that uses the dark spirits, or human sacrifice. A good example would be Blood Magic which allows the caster to control the blood flow of any creature, or even sacrifice his or her own blood in order to summon lesser demonic creatures. This is also another art which lives on the fringes of Luna society.
The Luna have a good history in developing charms and hexes most of the art is steeped superstition, but the few who actually can use the art use it to disable enemies or grant an ally beneficial advantages.
With a bit of alchemy training and knowledge on hexes nearly anybody can become adept at creating poisons, though Luna are particularly talented at creating potent poisons. Poisons crafted with such skill that they are nearly untraceable.
-Short time possession of Demons
As mentioned before in Dark Magic, the Luna have found someway to actually take control of demons for a certain time by either sacrificing a small part of their blood, or by sheer study alone. The art is Kozamu's best kept secret.
- Hand-to-Hand Combat
This art of combat originated in Kozamu. Back when ore could not be found to make weapons, the ancient clans found a way to use the power of their essence to fight instead of relying on magic or weapons. Usually attacks like these are powered with spiritual essence that lives within the body. The art is difficult to teach to other races since many seem to misunderstand its nature. How could anything so powerful come from anywhere other than the Divinity Well? Considering the fact that Kozamu is far from the Divinity Well, the art is often a mystery for scholars to study. Perhaps there is something stronger within the human spirit. But the Luna aren't intent on sharing any of their secrets. Combat can range from thousands of styles all created in Kozamu, the most popular being called 'Matei' though not the strongest it is the easiest to learn. Typically festivals and tournaments are held to find the strongest warriors in the region. It is possible that of all the cultures the Chatkaw may be the easiest to teach the art to due to their strong connection with the spirits.
Though the art differs from what Telbetians have to offer, Luna swordsmanship consists of short, concise attacks, which are usually lethal if the opponent isn't able to keep up. In comparison it requires little training. Though it is a cleaner and does not leave as much blood.
- Elemental Magic
About the only magic truly allowed in the society of the Luna, the Luna are potent enough at it.
Rarely, through a powerful sort of Dark Magic a caster is able to either use their own spirit to possess a body near death, or ( for those who are skilled enough) at any one time. This leaves the previous body useless and is proven to be very difficult to re-transmit into the original source when inside the victim's body for a long enough time. The other type of possession is through blood magic where the spirit has no need to travel to the victim. This magic is proven to be the most complex to perform and is usually practiced by powerful and wise dark mages.
HTML Code:[b]Appearance:[/b] (Description or Image, image preferred, descriptions should be at least 1 paragraph long) [b]Name: [/b] (I'm looking for names that fit characters, not Bob's or Andy's, it should fit a fantasy setting) [b]Age: [/b] (For now, 15-25) [b]Gender:[/b] (Female, Male, or Undefined) [b]Year: [/b] (1-10, usually 1st Year students are at the minimum age of 15, the Academy boasts a 10 year long course, with applicants staring as early as 15, and ending their intended course at the age of 25, graduating.) [b]Race: [/b] (Any of the ones mentioned in the opening post, if you have an idea for a new race, or a race you want in particular PM me) [B]Nationality : [/B] ( Make sure to look to the cultures if your character is either [B]human[/B] or [B]Azrul[/B], these two do not have their respective cultures. Otherwise, Elves, Dwarves, and Nixies are free to between either respective culture, or any of the ones mentioned in the culture section. You are free to make your character any race and culture. (e.g A Posh Elf, or a Chatkaw Dwarf (though you'd need a lot of explanation for that.) Also if your character is an Elf, Dwarf, or Nixie you'd put Elvian, Dwarven, or Nixian in place, instead of the race as not to cause confusion.) [b]Personality: [/b] (What are your motivations? Fears, Pleasures, General outlook on life, at least one paragraph.) [b]Biography:[/b] (What or who made you who you are today, how do you feel about other races? Parents, friends...etc...at least two paragraphs) [B]Spells: [/B] (Name any unique spell(s) here, the spells should be within racial or cultural boundaries, you won’t find a Human knowing how to use telepathy, maximum 5 spells.) [b]Strengths:[/b] (Proficiency with Magic) [b]Weaknesses:[/b] (Express any impotency with magic here) [b]Weapons:[/b] (Any specific weapon(s) your character uses, could even be smaller weapons like shuriken, the limit is three weapons.) [b]Techniques:[/b] (Mention any weapon based techniques here, maximum 5 techniques.) [b]Strengths:[/b] (Proficiency with weapons/techniques of any kind. ) [b]Weaknesses:[/b] (Express any impotency with weapons/techniques here) [B]Miscellaneous:[/B] (Anything else could be put here, Theme songs, any additional items your character carries on them, etc…)