Legacy of Jarmoth: Adria
Jarmoth is an ancient world, it's people are numerous and diverse, ranging from giant barbarians to the most civilised of elves.
The continent of Dre’Val, a land known for the hardiness of its barbarian people who know nothing but war, live as they always have, their many clans and tribes waging war on each other. Those among them who have been blessed with magic and intellect seek to leave the continent in pursuit of their talents, or stay to rise up in their respective tribes and continue the eternal wars.
The great continent of Grandia, the continent of greatest magic, where dragons and elves and dwarves and all kinds of legendary creatures dwell, is passing through a golden age of peace and prosperity. For the first time in centuries its inhabitants have made peace with each other, the elves putting down their war staffs, the dwarves storing their mighty weapons and armour in the depths of their mountains homes, while the dragons watch from their sky cities, aloof to the troubles of lesser beings.
Fradinteig, Halvara and Jedra have all achieved balance. Fradinteig, land of the legendary ice and fire giants, Halvara land of the spirit mages, men who can leave their bodies, heal the spirit of others or attack the very souls of those who stand before them, it is a land of many spirits, of the splendor of an ancient magic. And finally, Jedra, land of the noble Jedrans, the only people who have united their whole continent, turning it into one nation under one ruler, they are known to be the finest humans, tall, strong dark skinned men, able to craft weapons on par with the elves and dwarves of Grandia.
Only one continent continues to suffer the ravages of war and disunity, Adria; a continent made up of two huge islands. The continent is split into five diverse nations, each with culture and traditions of their own:
Mardithia, High Ifferia, The Majdal Empire, Thirrmod and Andaluja.
The High Emperor of the Majdal Empire, the High Thian of Mardithia, the Emperor of High Ifferia, the Council of the Bow and the Senzero of Thirrmod, the Council of Wise-men and the Khalifa of Andaluja. These are the great powers which rule over the nations of Adria.
Where will you come in? How will you be able to change Adria? Will you spread unity and peace? Will you wreak destruction and terror? Will you live life for yourself? Will you pursue the Arcane? Create a character, and create a tale to be told again and again, a never-ending story of these people...these people of Adria.
The great Island of Eladnos has been the center of magic in Jarmoth for thousands of years. Ever since the First Great Plague; when the fearsome force of evil, the Morian Prodigy An’Dar-Led was destroyed by the Order of Eladnos, magically able people from all races have flooded to the small Island in Adria. The battle with An’Dar-Led saw eight of the ten Arch-Magi of the Order of Eladnos die, and a ninth died of wounds sustained in the epic battle. The great duel was so destructive that the island it took place on was permanently damaged; it is to this island – the Island of Dagria – that Morians were exiled to, and where the hellish beasts remain until this day. (Morians are another race, but you don't need to worry about them)
The last surviving Arch-Mage of the Order of Eladnos, Verilius Ganray, became the founder of the Magic Academy of Eladnos, and he also founded the biggest and most respected School of Thought on Eldanos. Since then, many more Magic Academies and Schools of Thought have appeared, but the two he founded remain the most prestigious.
Eladnos has a population of people from all over Jarmoth; barbarian shamans from Dre’Val come all year round, seeking knowledge and spiritual power, many people of Dre’Valian descent already live on the Island. Half Dragons, Elves, Dwarves and many more creatures from the legendary continent of Grandia also dwell on Eladnos, and more come every year. Ice Giants, and Half Ice Giants from Fradinteig, mythical Spirit Mages from Halvara, and mighty, dark skinned Jedran spell casters, known for both their amazing physical strength and magical ability all call Eladnos their home, and all voyage from their respective continents so that they may live and learn there.
Something which has baffled people over the ages, is that no matter how many went to live on Eladnos, it never became crowded or overpopulated, there was always enough space, food, water and much more for all who came and became citizens, and as magically able people can live to hundreds if not thousands of millennia, the population does not decrease from death of citizens. It is generally thought that this strange thing is due to an ancient spell, or because of the heavy concentration of magic on the island.
Eladnos is by far one of the most influential places in all of Jarmoth, and is one thing which all people from Adria, no matter their nationality, take pride in calling part of their land and home.
The land of the mighty towering knights, men covered from head to toe in plate armor, able to charge into the most well-fortified defenses of any army and crush them. Indeed, Mardithian knights are well known as the Bane of Spears, for it is they who destroyed the advantage spears had over riders, their heavy plate armor which covers both them and their horses causes spears to splinter and break upon contact with them. Not only is the Mardithian cavalry a fearsome power, but their heavy infantry is also a force to be reckoned with, men garbed in pretty much the same armor as knights but on foot. They are walking tanks, able to rip through line after line of militia and even professional soldiers, if they are experienced enough.
Mardithia is not just a land of warring men though; it is a land of chivalry, honor and pride. It is a land where men fight for the sake of those they love, where they win the hearts of the people through act of valor, bravery and kindness. Even though all Mardithians aim to follow this code as much as possible, it is not a perfect land. In every nation, one will find fiends and villains who will attempt to ruin a good thing, and Mardithia is no different.
Mardithians are split into three classes, the Thianides who are the upper ruling class, a Thianide rules over a single city and all the Thianides report to the High Thian who rules from the capital city of Dwaremburg. The Spines are the traders and free men who have professions and are the middle class, known as Spines because they are the back bone of the nation, and if they stop working or something causes them to halt, the whole country would be expected to fall into ruin
The Turners are the lowest class and are usually servants or slaves of a Spine or Thianide, and must plow the land, hence the name Turners, they turn the soil. Knights are usually from a Thianide background, and can sometimes be of Spine background, and common soldiers are usually of Spine or Turner background, although being of a certain background does not mean that one can’t go up or down depending on acts of valor or bravery shown in battle or in life in general. The class system is very loose; one can be born a Turner and end his life as a Thianide of the highest standings; for all men are judged by their deeds and not by their birth class. Of course, corruption exists, but that is something all men must face if they want to get anywhere in life, and those who deserve to rise will do so, against all the odds.
Mardithian military, as powerful as its infantry and cavalry is, does not have any ranged soldiers of note. Their only ranged soldiers are lightly armed spearmen who attempt to throw spears at the enemy before a cavalry charge, usually the distance is too far, and even if they can reach, they are too inaccurate to hit anyone. For this reason, one would find that Mardithian armies have long abandoned any ranged soldiers and rely solely on their infantry and cavalry to get the job done.
10 man: Squad: led by a Corporal
20 men: Block: led by a Sergeant
50 men: Platoon: led by a Lieutenant
200 men: Company: led by a Captain
1000 men: Battalion: led by a Colonel
High Ifferia has long been a land of great mystery, and inspiration for many a poet and writer. Tales of its disciplined swordsmen – men who call themselves Kenraiton. The Kenraiton (Ken-Riy-Ton (Riy rhymes with Tie)) have a long history in High Ifferia; they were originally peasants who rose up against the warlord Aku Seishin a thousand years ago, who oppressed them and forced them to plow the fields all day with no pay at all. The fall of the warlord saw the then much smaller nation enter a time of great turmoil and civil upheaval. The country split into five factions, each led by a new warlord seeking total domination. After ten years of this, the peasants rose up once more, all united under the banner of an elderly peasant going by the name of Kitai.
Kitai was a strange man, he knew where the armies of the warlords would come from and what their tactics will be, he knew exactly what to do and how to do it. Under his leadership the peasants managed to topple all five warlords and unite the nation, not allowing it to fall into civil unrest once more. Kitai quickly created a military organization which he called the Kentaiki (Ken-Tie-Kee.)
The Kentaiki kept order in the land, catching thieves and making sure that criminals did not get away with harming normal people or stealing from them. The Kentaiki quickly became national heroes, and their actions paved the way for Kitai’s eventual reorganization of the nation and the rise of the small nation of Ifferia, which would eventually conquer all the small nations around it and become the single largest Empire in Adria with the help of the Kenraiton.
It took many generations for Ifferia to conquer all of the southern coasts and reach the great mountains, Kitai had long died by the time it was renamed by the fifteenth Emperor of the Ifferia, Xin Wu, and it became High Ifferia. Xin Wu also had the legendary City of Xin Wu built, a city the size of mountains, and as impenetrable as they are, and it became the capital city of High Ifferia ten years after Xin Wu’s death.
At this time the Kentaiki were still an organization directly controlled by the Emperor, but their role had changed from a police like group to the Emperors guard and officers of the army. It was in the reign of the sixteenth Emperor Den Ryuu that the Kentaiki was finally disbanded after allegations against them. It was claimed that many of them had been scheming to take the Emperors life and create a new nation run by them. Many of the Kentaiki were hunted down and killed. Of the five hundred who had been the Emperors Guard and highest rankers in the army, only seventeen survived. Four of those went into hiding and died of old age. The thirteen others all went and lived far from the capital, where they could fight off any bounty hunters foolish enough to test them. Each of them found himself becoming a teacher of the Art of the Sword, and so it was that the Thirteen Sword Schools were formed.
Each Kentaiki taught his students his own particular style, but all of them were united on one thing; and that was the Code of the Sword (later Code of the Kenraiton), a code which every sword warrior must abide by:
Justice: This is about doing the right thing or making the right decision, not because it's easy, but because it's ethically and morally correct.
No matter the outcome or result, one does not lose face if tempering proper justice.
This can also be defined as righteousness, justice, morality, honor, or "right conduct". In more a more expanded definition, it can mean loyalty to friends, loyalty to the public good, or patriotism. This idea of loyalty and friendship comes from the fact that you will treat those you are loyal to with morality and justice.
Courage: This is showing bravery, courage, valor, or fearlessness in the face of hardships or when facing ones fears. True sword warriors never back down out of fear or doubt, they will always stand their ground.
Benevolence: Beyond "benevolence" this can also be defined as "charity" or "mercy" depending on context.
This code suggests that one should pay alms to the poor, care for those in trouble, and take care of his fellow man (or woman).
This code also includes perfect virtue, selflessness, love for humanity, humaneness, goodness, good will, or simply "love" in the non-romantic form.
Respect: One shows respect by speaking and acting with courtesy. One treats others with dignity and honors the rules of the family, school and nation. Respect yourself, and others will respect you. Honor is also part of respect; it is about having or earning the respect of others and about your reputation. It is the status of being worthy of honor.
This code can also be understood as propriety, good manners, politeness, and expression of gratitude.
Honesty: This code means truth, faith, fidelity, sincerity, trust and confidence.
This means that a sword warrior believes "honesty is the best policy", as his/her personal philosophy.
Loyalty: The idea of being faithful, devoted, true, and obedient.
Wisdom: This can mean intellect, knowledge or reason. Beyond the title definitions, this also can mean resourcefulness, or wit. Insight and the ability to see beyond the small mindedness of people, the ability to see the greater picture and make the right decisions from this knowledge.
After the schools were formed and they gained fame, people stopped referring to them as the Kentaik, and instead called them Kenraiton, people who lived by the Sword and the Code of the Kenraiton. The Kenraiton would soon become the only warrior accepted into the army, and prove had to be shown that the Kenraiton who wanted to join the army had have been taught at one of the Thirteen Sword Schools. With the shocking increase in the army’s strength, High Ifferia quickly conquered what is now High Ifferia in less than three years. The Kenraiton were not only numerous in number, they were also of the highest quality, each of them training in one of the Thirteen Sword Schools from an age as early as four or five.
Now nearly four hundred years later, High Ifferia’s Kenraiton are as powerful as they were all those years back, if not even more. The Emperor has had to put his plans of conquering the Majdal Empire to the side however as he deals with the death of his wife and love. As soon as the greiving period is over however, war will commence once more.
The Majdal Empire
SpoilerThe Majdal Empire is a relatively young Empire, having risen into power one hundred or so years before the present . Originally made up of three warring nations, each with their own cultural and military tradition, only a powerful leader could hope to unite them. This powerful leader rose to power in the Kingdom of Majdal, and within five years had a standing army unlike any other seen before, instead of concentrating on huge numbers and relentlessness to win battles; he had had a new idea: tactics, discipline and training. He had seen how the neighboring nations of Ifferia and Mardithia had standing armies which were trained and disciplined, and he reformed his Kingdoms army on this basis, but he went one step further: he trained and disciplined them to work in formations, he came up with the idea of designing an army to be tactically superior to any enemy, just by existing.
He created a formation very similar to the roman testudo formation, but with spears jutting out of the front, flanks and back, make it very much like a hedgehog. Anyone foolish enough to approach this tank of a formation was assuredly going to die. This proved effective against cavalry, as they were put down by the spears when they tried to charge in, it also proved effective against archers who could not harm the completely protected Majdalan soldiers, and it also proved effective to some extent, against infantry who would receive great losses before the Majdalan soldiers would finally break the Testu-Phalanx formation and finish off the enemy infantry with short swords, extremely effective at close range. This army was and still is the most disciplined in all of Adria, since they have never known defeat, they have never been known to flee, although the skirmishes with High Ifferia were never won either, they were more of tactical retreats on both sides.
With this new formation and army, the Majdal Kingdom completely eradicated the other two warring Kingdoms in a matter of months, absorbing their cultures and creating one, united and powerful nation; the Majdal Empire. The Majdal Empire has been growing ever more powerful since then, its trade and economy both booming, and its military power as indomitable and powerful as it was a hundred years before. Even though the Majdal Empire could’ve swept through the continent, causing havoc and possibly conquering the other nations, its Emperors have been very peace-loving, preferring to prosper rather than conquer, its skirmishes with High Ifferia have also kept its army down to a relatively low number, as training more recruits takes a very long time.
The Majdal Empire has a very strict class system, made up of four tiers, the first is made up of the Emperor and Military Elite (generals etc) at the top – with the Emperor being the chief commander of the whole army, second come the Emperors relatives, nobility and other aristocrats, while third are the merchants and landowners, those who have created their own class through wealth, and at the bottom, as usual, are the workers and peasants. No one can encroach upon the power of the Emperor and his Military, he is the supreme commander and authority in the land. Generals and military officials have even more power than the crown prince. As all Emperors have been liberal and reforming thus far, this has caused no problems, with even the peasants and workers having a relatively good quality of life. Inspectors constantly make sure that they are treated fairly by landowners and aristocrats, and that even though they are not paid for working, that they are fed properly and have as much freedom in their villages as possible. The city workers have these inspections as well, and their places of living and food are always checked for quality and quantity. However, these only happen due to the Emperor pushing for them, should an ignorant ruler come along, these inspections can disappear and the lowest class may end up in utter poverty, willing to rebel and cause great havoc.
Majdal Army Structure and Ranks:
Contubernium: tent unit of 10 men
Century: 100 soldiers, supported by 50 cavalry units
Cohort: 10 Centuries, or 1000 men, supported by 500 cavalry units
Legion: 5 Cohorts or 5,000 men, supported by 2,500 cavalry units
Field Army: A group of several Legions
Non-Combatants: Care for horses, forage, watering etc.
Emperor: Supreme military commander
Consul: Commander over a Field Army
Tribunis: Second in command of a Field Army
Legates: Commander over a Legion
Aquilifer: Standard bearer of the Legion
Tribunai: Second in command of a Legion
Decorus Maxima: Commands over Cavalry in a Legion
Primus: Commander over a Cohort
Primus Pila: Second in command of a Cohort
Decuros: Commands over the Cavalry in a Cohort
Centurion: Commander over a Century
Optio: Second in command of a Century
Decurio: Commands over the Cavalry in a Century
Decanus: Commands over a Contubernium
SpoilerThirrmod is the land of the Longbow, it is considered an utter disgrace for any man to not be able to hit the bulls eye at a hundred yards. The range of a normal longbow is two hundred yards, while a Thirrmodian Longbow has a range of two hundred and fifty yards. It is very easy for Thirrmod to levy up a huge army, as pretty much all of its population – men and women – are experts, if not masters, in the use of the Longbow. The biggest trade here (other than being in archery competitions) is longbow-making. It is greatly demanded in Thirrmod, but Andaluja also imports the longbows for its own army, although their longbowmen are not as numerous or good as Thirrmodian masters.
There isn’t much of a class system in Thirrmod, which is strange for a nation with a population of two hundred thousand or so, as everything is decided with the bow, if you come over One hundred thousandth in the annual archery competition, then you go and work on the farms for the year. If you come between fifty thousandth and one hundred thousandth then you get to choose any trade and become a merchant. If you come from one thousandth to fifty thousandth then you join the standing army – making the Thirrmodian army the biggest in Adria – if you come between tenth and a thousandth, then you instruct the young in the archery schools, a job which is very highly paid and respected, while the first to tenth become members of the Council of the Bow and rule Thirrmod until the next annual competition. It is a very simple but very effective system, centered on becoming better at using the bow to get any higher in the society.
There is however, one person who is exempt from this rule, known as the Senzero, he is trained from a young age in literature, history, languages, , magic, archery (of course) and many others, and sits as the head of the Council of the Bow, giving advice and sometimes denying the Council permission to do things which can have chaotic consequences, if the Council insists however (which has never happened) then the Senzero cannot stand in their way. Each Senzero gets a child with potential when he reaches his three hundred and fiftieth year, so as to train the next Senzero. Should a Senzero die earlier than expected, then one of the Councilors takes his place until a new Senzero is trained. Since Senzero's are magi, their reign over Thirrmod is very long, so a time limit of four hundred years has been decided upon, after which a Senzero must back down and allow his apprentice to take over. There have been four Senzero's up to date, Garmidion being the fifth. The other four all live on Eladnos.
SpoilerAndaluja is a very strange nation indeed; they started off as a very small tribal people, ever fighting amongst themselves, mainly concentrated near and around the Andaal Mountains. After decades upon decades of this, a strange man was born, he claimed to be a messenger from God, and that he came to unite the people and guide them to the straight path. The Andalujans were a harsh people however, solidly disbelieving in the existence of any kind of deity. They exiled this “prophet” and denied him any right to return. It was after decades that they finally heard any news of him, and it spread terror through their ranks. He had returned, and with him came armies of men, loyal followers of the God this prophet preached. He did not just bring men however, for men alone could never scare the Andalujans, he brought creatures unseen before or since, creatures of light, unkillable, able to smite all who stood in their way. Of course the Andalujans had their own shamans who summoned beasts and demons, but none could withstand the creatures of light. All who fought were killed, those who surrendered lived, and no woman, child or old man was harmed, forbidden were the trees from being cut down. It was a complete victory for the prophet, but after it his loyal creatures disappeared, and the armies he’d brought fell away, and he was once more, nothing but a man. The Andalujans followed him however, for they had seen in this man a miracle of the mighty one.
Their spread was astounding, they exploded outwards, bringing all the tribes in present-day Andaluja under their control, but before they could go any further, their prophet returned to his maker, and they stopped any expansionistic ambitions, focusing on building up the lands they had, and build up they did.
Andaluja today holds miracles of human architecture, knowledge beyond anything in any other nations, it is even said that they have created something capable of killing even a Morian, whether that is true is yet to be discovered.
The Andalujans live a life free of rigid class systems or discrimination, there nation is very advanced not only knowledge wise, but also ethically and humanly, ever since their prophet a thousand years ago, discrimination and all kinds of things which stand in the way of advancement have been removed, completely cut off from their culture. Here, it matters not whether you are black, white, male or female, you can be a servant or the King of Kings, Khalifa of Andaluja, as far as anyone is concerned, your life is what you make of it, and the better you make it, the happier God will be with you.
Every job and position in Andaluja is given importance, servants and slaves are respected by those they work for, treated as brothers rather than inferiors, for everyone is a slave of God, and none of them would want to be treated badly when by their master when they meet their creator, and so slavery has become more of a responsibility on the master rather than the slave – any need or want that the slave does not have to help him best do his job, is a failing on the masters part, and any lack of motivation and willingness to serve, is a failing on the slaves part.
Farmers are also highly admired and respected, seen as the ones who allow life to continue, for they bring food and growth to Andaluja. The most respected however, are the scholars and men of knowledge who are always thinking, teaching and discovering new things, it is they who push Andaluja forward, who supply the knowledge on the best ways of farming, new ways of building, how to act in public, and on a higher level, discoveries in mathematics, the sciences, religion, history and geography, to list but a few. Education and the search for knowledge is a part of the Andalujan religion, and not merely a pastime, so any who go down this route are seen as some of the most devout and holy of figures, their thoughts highly respected, their knowledge greatly relied on.
The Khalifa himself has a council of these scholars, a Council of Wise-men to guide and advise him in matters of state, what is best to do and what best not to do. These wise men are very in touch with the people and can bring the true needs and wants of the people directly to the Khalifa, making for a very efficient system, highly difficult to corrupt, especially since the wise men are carefully selected by each other, so that only the most pious and truly wise may rise to that position.
Their religion has spread through-out Adria over the ages, and there is now a fair split in the population, those who are atheists and those who believe in the “Religion of the Middle” as it is called, worshipping a God known as the “Life-Bringer” or Mul’Tee as those who believe in him call him. Unlike one would think, there is no hostility between Middy's (follower of the Religion of the Middle) and Atheists, as Middy’s are commanded by the Mul’Tee to harm none who harm them not, and atheists find no reason to start a fight with a friendly cat which could easily turn into a vicious tiger when pushed too far. There are other religions too, those who worship many gods another god, but they are generally in the west of Adria, in Mardithia and the the far coast of Thirrmod.
The Andalujan army is also a wonder, unlike the other nations, they do not have certain strength or a certain weakness, although many would argue that their faith and unbreakable will is the most powerful thing possible, for a people who believe they fight with God at their side can never falter or accept defeat. This combined with their magnificent Mameluke riders – elite horsemen trained from a young age – their hardy Janissaries – elite infantry also trained from a young age – and their bowmen armed with Thirrmodian Longbows, not even the most overwhelming odds or most disciplined forces can hope to defeat them.
Nation - Capital City
Majdal Empire - The City of Majdal
Thirrmod - The City of Lonrrow
Andaluja - The City of Imad'Addin
High Ifferia - The City of Xin'Wu
Mardithia - The City of Dwaremburg
Eladnos - No Capital City
The dots are all other cities, big or small. I will name them as the RP progresses, as it is you who will come up with their names while RPing.
NOTE THAT THIS WILL BE FROM THE PERSPECTIVE OF THOSE AROUND THE RULERS RATHER THAN A PERSONAL PROFILE
High Emperor Regulus The Steadfast of the Majdal Empire
High Emperor Regulus is a man of peace who must, for the safety of his people, be a man of war. His is a strong and righteous character, his will unbreakable, his faith in those who follow him vast, his charisma legendary, some have gone so far as to suggest that he has great potential for Word Magic, but due to him being untrained it merely comes off as a very strong charisma and ability to raise morale and lead men.
To the people around him, he has an aura and a sense of purpose, each step of his thought out and calculated, and even in the worst and most unstable of times, he seems like the steadfast rock, ready to stand before the batterings of the winds and the shakings of the earth.
The High Emperor has had an eventful reign so far, at the age of eighteen, as the crown prince of the Majdal Empire and after many years of being taught by the best teachers available in Majdal, he was attached to an army regiment and sent to the front. There he saw much action, against brigands and criminals as well as disorganised rogue groups who threatened the internal peace of the Empire. He was often moving from the Majdal-Mardithia border to the Majdal-Ifferia border. Mardithia and the Majdal Empire have long been warring, so he tasted the wrath of the great knights of Mardithia and there armour plated infantry, battles which were as terrifying as they were bloody. At the Ifferian border it was no different. The fearsome High Ifferian Kenraiton were the equals of the Majdalan Testu-Phalanx and battles with them caused very high losses to both sides, ending in both usually having to call a tactical retreat. Until the age of twenty four he stayed in the army, rising from a common Majdalan soldier and eventually leading an entire legion.
At twenty four he was called back to the capital city of Majdal so that he may reacquaint himself life at court. The Majdal Empire is ruled by the Emperor who has senior military officers as his advisors, and having led his own legion, Regulus immediately had their respect, as most of them were legion commanders themselves, the High Emperor being the supreme commander of the entire army and all the legions. He continued to command his legion although he was also often called back and then sent to the front once again. At twenty eight, the Emperor passed away of a disease, still a young man of fifty nine, and Regulus ascended to the throne of the Majdal Empire.
Six years later, at thirty four, he has finally managed to achieve peace with High Ifferia, although he has a feeling that it shall not last long. The Legions of the Majdal Empire prepare, for war is never far from the horizon, and it would seem that the next war shall be more than taxing for the Majdal Empire, the Mardithians have been on the move in recent months and word has come of their armour plated armies marching to the border. Whatever happens, the Majdalans must be ready, this is no age for the peaceful, only conquerors shall prosper.
Emperor Yi Ki Xin of High Ifferia
Yi Ki Xin is an authoritative figure, his presence inspires fear and respect in all, his word is law, his punishment justice and his reward a sign of mercy and benevolence. He grips High Ifferia as he grips all other things in his life, firmly and without hesitation, for his is a huge nation, and it is he who must manage it and organise it, there is no space for laziness, everything must be done with speed and efficacy, that is what keeps High Ifferia a powerful nation, and that is what will continue to do so.
Yi Ki Xin is an attentive and vigilant man, nothing passes him unnoticed, whether it be in the royal palace, in the capital or in the entire nation, he has administrators and bureaucrats all over the country, collecting information and recording it in reports which are then sent to him. Like this, he can anticipate any future problems or any needed reforms and act. This is what he likes, organisation and management, so that all may run smoothly and nothing can stand before the expansion of this nation. He thinks nothing of other nations, they cannot hold sword or pen to High Ifferian supremacy, and he will set that in stone, he will let the world know who truly is the greatest; the Ifferians! Him, the Lord of Ifferia, the great Emperor, Yi Ki Xin.
Yi Ki Xin was brought up to run his nation with efficiency and intellect. Scholars from all over High Ifferia were summoned to train him, and his father saw to it that he understood all which must be done, having him run certain affairs in the country from the age of sixteen, and slowly increased the responsibilities he had every year, until that by the age of thirty, he was in charge of running more things than the Emperor himself. By thirty five he was Emperor in all manners but name, while his father the Emperor retired to a palace far from the capital, telling him that this was the way of Ifferia, that once an heir is of suitable age he should be trained for ruling, until he can take control of the country and all of the burdens which come with it with efficiency and even passion.
Yi Ki Xin made sure that Kenraition regiments were kept stationed in forts at the Majdalan border, keeping a close eye on battles which happened there, his tactical instincts and detailed education helping him in understanding and analysing the situation. So great is his strategic and tactical power that even generals in the army right to him seeking advice on certain tactics or formations.
His father passed away at the age of seventy nine, when Yi Ki Xin was forty five, and Yi Ki Xin was not only left as the true Emperor, but also with volumes upon volumes of books written by his father during his last ten years of existence, on Ifferian history, strategy, management and more. He absorbed the knowledge within them in a matter of months, and he continued his work as Emperor. At forty seven, the love of his life, she who he'd married only five years before, passed on, and he found himself both spouse-less and without an heir.
Shaken by grief, he accepted an offer of peace from the Majdalan High Emperor Regulus. He will not let this break him however, he will take it in his stride and continue onward, ever onward, to glory or death.
High Thian Magnus 'the old Wolf' Feuertarga of Mardithia
As his alias suggests, Magnus is in every way a wolf, he is an observant and patient strategist, a veteran of many battles, and when the time is right, his strike is fatal. His patience and ability to wait for longer than others would dare has gained him a reputation unequaled in all the land. However, as is the way of the wolf, he is not as strict as others about orthodoxy and the traditional, and although he believes in the knights code with all his being, he knows full well that there are times where a code of such dignity and honour cannot be useful, for war has no rules and he shouldn't bring them to the battlefield.
Magnus also has a habit of having all those who fail him, even once, removed from their position and disappear from public in very suspicious circumstances, for their bodies to be found months later in the most unexpected places. Those who fail will fail again and so must be removed, those who succeed will continue to do so until a time where they fail, and thus must be removed, unless their plight is just.
Those around him know not to mess with him, not even as a joke, he may be patient in war and battle, but when it comes down to it and tempers high, he will be the first to draw the blade and challenge those who dare create chaos in a land which needs order, those who dare hinder him from his job with their stupidity, and therefore hinder all Mardithians.
Magnus was born a Thianide to the Thianide Olaf Feuertarga the Bear-Bane. His childhood was not the best, his fathers love for change became too much when he had killed a third wife and was looking for another, Magnus instinctively found it repulsive and disgusting, no way for a knight to act. So it was that on a dark evening when Magnus was a lad of fifteen that he challenged his father to a duel. The Bear-Bane had been heavily drinking and took great offense to the boys words, without a second though he pulled out his own sword and threw the boy into the courtyard, leaping upon him before he could stand. Magnus was nimble and quick however, unlike the heavily muscled and drunk knight. With some wit and use of what he'd learnt of combat so far, he put an end to the life of his father, with the Bear-Banes' own sword.
With the death of his father, he became the Thianide of the House of Feuertarga and his respective city, and the shock of all who worked with and under Olaf was great. Magnus allowed for none of them to criticise him however, immediately setting out to solve the problems within his city and the surrounding land, knowing that his father had neglected it.
In the meantime, he continued his training as a knight. Never before had a Thianide risen at such a young age, and never again would it be allowed, the High Thian of the time punished Magnus severely for killing Olaf, ordering that by the time he becomes a full-fledged knight he will spend six years on the front.
Magnus was greatly angered by this, but he had no choice in the matter, it was that or death. Upon becoming a knight at twenty one, he went to the Mardithian border, and there, as he usually says, he became a man, and he saw death. As a squire he'd seen battle, but nothing of this enormity. The Majdalan forces were unlike any he'd ever faced, and again and again he found himself on the losing side. For six years he fought, each year killing one part of him and replacing it with another. Through out the years, he saw victory only five times, and all those five times were due to him. In his fourth year, he took the initiative during a battle they were losing and ordered a group of knights to retreat to a nearby hill where trees where there were many trees. Upon seeing them 'fleeing' the Majdalans eased up, and slowly more knights joined his group in the retreat. In the forest many accused him of treachery and cowardice for running away, but he calmly and with an intensity which subdued all who accused him refused their claims, and he told them what they would do.
When the Majdalan army passed by, no longer in its Testu-Phalanx formation, the knights struck. The lines of unprepared Majdalans scattered, some attempting to get into formation, but there was nothing they could do, the armoured tanks were upon them, wreaking vengeance upon them. That day, for the first time, Magnus saw the Majdalans run, he saw them injured and defeated as they retreated, back across the border. With this he received his first promotion, partaking in two more battles over the next year which were also great victories due to him. In his final year in military exile, he found himself and the knights he now lead patrolling the border while others went and fought the battles, losing them as usual. His last month saw him win two consecutive battles against forces which were slightly larger than his, using tactics which gained him his alias of 'the Wolf' as well as his reputation for patience to the extent of madness.
He returned to his city a changed man, twenty seven years of age and ready to do something for that which he owned and had a responsibility to make better. Until thirty, his life saw little action apart from the betterment of life in his domain. At thirty, the High Thian passed away at the fine old age of eighty three, and once more the struggle for his position began. Here, Thianides were at their most despicable, breaking every rule of knighthood, making secret alliances with other Thianides, playing politics which would determine the fate of Mardithia. In the end, Magnus proved to be the best at this game, seizing the position with the support of more than a third of the Thianides of Mardithia.
He is now a forty year old grizzled veteran, the last ten years have seen huge reforms in Mardithia and bloody wars with the Majdal Empire, broken by short-lived peace every now and then. The Majdal Empire has recently declared peace with High Ifferia, although it would be short-lived, it means that Mardithia will feel the true wrath of the Majdalans, they had to be ready, every knight, every soldier, every able man in the realm has been called upon, the greatest army Mardithia has every called up now marches to the border, and at their head is an old wolf who knows what he wants and will get what he wants.
Senzero Garmidion of Thirrmod
Garmidion is an intelligent and perceptive man, nothing passes him unnoticed, however this is not a tyrannical perceptiveness, but a general awareness of what is happening, closely linked with a wisdom and deep understanding of what is to be done to solve the problems he notices. He is a deep thinker, never reacting to something on impulse, but taking time to think things through and go for the most efficient, safe and effective route.
This wisdom did not sprout from a vacuum, his years in training under the previous Senzero as well as his twenty year training period on the legendary island of Eladnos taught him much, to be calm in the face of difficulty, to be steadfast, to know that no matter how desperate a situation is, that one cannot disregard thinking, even if it is for a half a second.
Garmidion is very old, he has reached his one hundredth year, and his rule over Thirrmod has been eventful.
At the age of five, the previous Senzero, Xerexes (Ze-rex-seez), Garmidions master, chose him to become his apprentice. The young boy spent a month with Senzero Xerexes where he was taught the ethics of Eladnos and how one must act towards others there. It was very brief, but Garmidion was an intelligent boy, which was why he was chosen to be the next Senzero, as well as being a Physio-Mage.
So it was that the five year old Garmidion went to Eladnos, and there he would stay until the age of twenty five. He was immediately recognised as a Physio-Mage and was put into the intensive Elementalist classes which were specifically designed to best fit Physio-Mages and help them on their journey to become Elementalists. The classes were intense, students were expected to grasp difficult concepts with ease, master magical techniques between lessons as well as learn the entire Cod of Eladnos which strictly governed the use of magic by people who learnt on Eladnos, from things as small as unnecessary use of magic - for picking things up for example - to serious things such as using magic to kill or force people to do what they do not wish for. In the twenty year period, Garmidion excelled, it was difficult, but he was where he was meant to be, he felt at home surrounded by magic and all these strange and exotic magi from all over Jarmoth.
The great libraries which contained millions of books on all there was to know about the sciences, magic, history, geography, languages and much, much more was where he spent the majority of his time when he was not in classes or training.
By twenty five he had mastered four of the six types of Physical Magic; Grey Magic, Yellow Magic, Brown Magic and White Magic. As he left Eladnos, a full fledged mage, though not yet an Elementalist, he felt a definite sense of loss, for this had become his home and life, and never would he find a place so perfect as it.
This was not the end of his training in magic however, Senzero Xerexes was himself an Elementalist, and from the moment Garmidion returned he set to teaching him the two remaining magics, as well as implementing in his apprentice an understanding for the politics of Thirrmod and how to run the nation. Xerexes was three hundred and seventy five when Garmidion returned and so only had twenty five more years left before his reign came to an end.
In these twenty five years, Garmidion learnt much about Thirrmod and its history, about the three Senzero's who had come before Xerexes - whom Garmidion had met on Eladnos - he traveled around Thirrmod and learnt archery until he mastered it. When Xerexes was three hundred and ninety, Garmidion was once more sent to Eladnos for a five year period so as to confirm himself as an Elementalist and use the great libraries there for anything he needed. When the those five years were up, Garmidion returned to Thirrmod once more, and his final test began. To Marthidia he travelled, a nation which had been and still is Thirrmods loyal ally, he was attached to a Mardithion knight and became his companion on the front line. He saw many battles, as well as witnessed the death of the knight. When he returned to Thirrmod he was a changed man, though he'd been wise before, now he understood the meaning of that wisdom, he understood more than any man who sat and read, for he had been on battlefield and seen death.
So it was that the four hundred year old Xerexes relinquished his power as Senzero and traveled to Eladnos where he remains with the other Senzero's to this day, and the fifty five year old Garmidion took over. He was an Elementalist and a warrior, a scholar and a leader and his responsibility was huge. For the next three hundred and forty five years he would not see another mage, he would be here in Thirrmod, running the country and guiding it on its way. He did not allow himself to sink into depression however, taking the mantle of power and steam rolling forward, and he has been active since then and continues to be so, his visits around Thirrmod are many and the people have a close relationship with him.
However, Mardithia has now prepared an army larger than ever before, and the Majdal Empire replies in kind, Thirrmod must hasten to its allies' side and Garmidion can see no good of this vicious war. However, for those whom he fought with and for, he would go to war and he would never allow defeat to grace his shores.
Khalifa Al'Harith bin Al'Homam the Righteous of Andaluja
The Khalifa of Andaluja is a pious man who lives for the sake of his religion and Lord, and his Lord has given him this mantle of power over Andaluja and its people, he has given him the responsibility of caring for these people and seeing to their desires and needs. Every poverty-stricken man in Andaluja shall blame him for his poverty when the last day arrives, and so the Khalifa strives to eliminate poverty, to make sure that every single person in Andaluja is living a good life. This is no easy job, but in a nation so religiously passionate, the Khalifa can find out how happy the people are through the temples and churches and holy places built for the worship of Mul'Tee. The wise men who preach in these places know the people very well, and anyone with a problem goes to them, and those wise men then come to the Khalifa and tell him that so and so needs help. Thus the Khalifa knows who needs help and how.
The Khalifa is extremely opposed to war, he has rejected many alliances from other nations, telling them that Andalujan men and women will not sacrifice their lives for useless wars, peace is the way forward to prosperity and happiness, but the Khalifa is a wise man in his own right, he isn't so naive as to believe int the goodwill of other nations, and so Andaluja's army is one of the most impressive and powerful ones in Adria. As well as great intelligence - due to Andaluja's advances in knowledge is said to be more advanced than even that of Eladnos, it's great libraries a pillar of knowledge unlike any seen before in the world - the Khalifa also has wisdom and an ability to see with depth and openness. He is benevolent and merciful, though his wrath and punishment can be severe and harsh to those who are deserving of it.
Religion is his life and soul, he lives and breathes it and waits for the day where he will be reunited with his Lord. Due to this great passion, his speeches are truly magnificent, riddled with metaphors and hyperboles which shake the hearts of the pious and cause them to cry in admiration of the Mul'Tee or in fear of his wrath.
Out of all the branches of knowledge, the one where the Khalifa is most knowledgeable is in the study of Religion of the Middle and its history, he has a particular interest in the creatures of Light and the men of dust who accompanied the Prophet back from his exile, he has been told by some that the Prophet was merely a man blessed with great magical power by the Mul'Tee and that those things he came with were an unknown and mighty magic, while others tell him that those were the Mul'Tees servants, creatures pure and unable to disbelieve in the one true Lord. Whatever they were, the Khalifa's passion for them grows by the day...
Like all Khalifa's before him, Al'Harith grew in the care of the Council of the Wise, those pious wise men looking after him, caring for him, educating him, and much more. Under their tutelage, he developed a great love for his religion and the Mul'Tee, which encouraged a love of learning and reading. Through his late childhood (seven plus) to his late teens (nineteen) he was to be found in one of the many great libraries in the great and enlightened city of Imad'Addin. He was also very close with senior officers in the army who regularly came to the capital on official business, in them he found a different kind of wisdom, and it attracted him. So at nineteen, once he'd become tired of reading the same books again and again, he asked of his father to let him join the army for a while. His father refused at first, but when he saw his sons great desire to go, he agreed, he warned him that the army was not for weaklings who had never held a real sword in their lives, these soldiers he was going to mingle with had been in the army since childhood, not only will they make his life difficult, but they will never truly accept him until he does something magnificent.
From Nineteen to twenty five he was in the army, and as his father warned, it was difficult. Not only was he not able to use the sword, but the superiority of the soldiers took him completely by surprise. Their ability to read his movements before he made them, to tackle him and overpower him in every way was a real wake up call, and he realised just how physically weak he was. The Mul'Tee commanded people to learn and pursue knowledge, but he also commanded that worshipers be strong and healthy so that they could take a stand against those who spread chaos and disorder in the land.
So Al'Harith worked hard, he pushed himself beyond his limit, and he soon gained a reputation for hard work and unbreakable spirit. Even though he never reached the level of his fellow soldiers, he did gain their admiration and loyalty, he had proven that he was no yellow-bellied coward, he had joined the army and done his best. Not only that, but he'd also brought great knowledge and charisma with him, his stories of the Prophets great deeds and the deeds of the Andalujan heroes inspiring and motivating all who listened to him, and in training battles, he was always chosen to lead his team even though he was not the best swordsman or strongest amongst them.
At twenty five, he returned to the capital, a well muscled lean man who could take out any group of ordinary men, and even hold his own against professional soldiers.
Back under the care of the wise men, who dove back into the libraries of the capital with a vigour, devouring books like never before. He went on to do something no son of a Khalifa had ever done before, he joined a church of Mul'Tee and began preaching to people on holy days, giving sermons and going around the capital reminding people of their Lord. By thirty he had such a great reputation among the wise men and the people that many suggested he become a councilmen in the Council of the Wise. This he rejected, telling them that he did not need that kind of responsibility at the time, he had to spend these days with his Lord and god, not running the day-to-day affairs of a nation, that would come later, when the Mul'Tee wishes for it to be.
So he lived like this until thirty five, moving out of the palace and living in a small one-room house in the capital at thirty two.
His father, Khalifa Al'Homam, passed on when Al'Harith was thirty five, he went to his maker, and Al'Harith ascended to the throne. He immediately created the system of management where he received the peoples problems through the wise men through out Andaluja, he also held daily two hour sessions when people could come directly to him and ask for help or give advice.
At forty, a wise man by the name of Al'Qadasi bin Rifaa invented something staggering. A large, thick metal tube on wheels which fires huge metal and stone balls, able to bring down walls and cities. It's existence has been kept secret, no one but the Khalifa, Al'Qadasi and certain wise men and army officers know, as well as the people who have been trained to operate it. Not even those who make them know their purpose, being told that they're merely part of a great bridge being built in a foreign land.
Ten years of his reign have passed, Al'Harith is a forty five year old Khalifa, peace has long been existent between Thirrmod and Andaluja, and unless any nation should choose war, it will remain like this.
Giant humans of great power, lack intelligence but make up for it with raw strength and battle frenzy. Your good ol' Conan the Barbarians, just bigger, dumber and stronger. They are not natives of Adria, but come from Dre'Val, a barbarian land known for the strength and hardiness of its people.
Grandians are any creature which comes from the great continent of Grandia, the continent of greatest magic, where dragons and elves and dwarves and all kinds of legendary creatures dwell. These are not playable, although half elves/dwarves can be played (the other half being human) and Grandians can pop up as Non-Player characters to be villains for a while or do something to help characters etc.
These are wise and mighty creatures which seldom leave their home continent of Fradinteig, although many messengers of the giants, men who can turn to ice or fire at will, often come to Adria. Note that these are humans who have learnt the magic of the giants and not giants themselves. Again, like elves and dwarves, giants are not a playable race, just possible non-player characters which can show up.
Spirits in the bodies of men and sometimes men whose souls have grown so powerful that they can leave their bodies. With this power, the very souls of enemies can be attacked, even though no bodily harm can be done to them. These are playable, it is even possible for other humans who are not from Halvara to become Spirit Mages, it just requires more time and energy.
Halvarans are from the continent of Halvara.
The only people who have united their whole continent, the continent of Jedra, turning it into one nation under one ruler, they are known to be the finest humans, a tall, strong, dark skinned people, able to craft weapons on par with the elves and dwarves of Grandia.
Adria is made up of five human nations, and Eladnos, each nation has its own culture and traditions. See nation profiles above for more detail.
The great Island of Eladnos is the center of magic in all of Jarmoth. Magically able people from all races flood to this small Island in Adria. See nation profiles above for more detail.
Note that there are three Magical Categories (Physical, Spiritual, Physio-Spiritual) and that the ones in bold are the Types of Magic. The ones in bold and coloured are just key terms.
This is the basic type of magic, every mage is expected to have mastered at least two types of physical magic to be classed a mage. It is made up of Red Magic, which is fire and heat oriented, Blue Magic which is water and liquid oriented, Brown Magic which is earth and nature oriented, White Magic which is wind and air oriented, Yellow Magic which is lightening and storm oriented and finally, Grey Magic which is metal oriented. A Physio Mage is a person who has skill and potential for all aspects of Physical Magic but has not yet had time to learn to harness and control it. An Elementalist is a Physio Mage who has taken time to learn and master all aspects of Physical Magic. Elementalists are fairly common, three in every five magi being an Elementalist or Physio Mage.
This is magic which affects the caster or the person who is being casted upon mentally or spiritually, for example, making someone more intelligent for a while or making them hallucinate etc. Spiritual magic also includes the caster being able to leave their body and fly away in the form of a spirit, in this form one can heal or attack the spirits/souls of other people or creatures. The caster is physically vulnerable however, if their body is destroyed by being killed in the physical world then the caster will be stuck as a spirit forever more, or if they are weakened enough, they will be sucked away to the equivalent of the afterlife.
All spiritual magic is sustained by ones own spirit or soul, and in advanced users, the 'spirit' of nature. Injuries done to spirits rarely ever heal and damage done to them will hinder ones magical capabilities for life, if not completely disable them magically.
Spiritual Magic is split into many categories. The first is Soul Magic, which is the magic of leaving the body in the form of a spirit, as mentioned above. Another is Telepathy, which is the ability to communicate with others by thought, as well as the ability to control non-magical beings of weak will. Mind Magic is advanced Telepathy where the caster strives to control the mind of any creature, magical or not, usually without the subject realising. (Telepathy and Mind Magic cannot be used on other players without their consent! It can be used on any non-player characters, and only on one character at a time. If in doubt, don't do it or ask me.)
And finally, the last type of Spiritual Magic is Word Magic which requires great initial charisma from the caster. Through words, the mage can enchant people, driving them to tears or into a rage. All who hear the words and are enchanted by them will follow the mage to the ends of the world if need be. This works on a max of three people to begin with and rises with experience, until it gets to a point where a Word Mage can enchant crowds or armies, but this takes centuries f not more.
Those rare few who master all aspects of Spiritual Magic are called Ani'Magae and are among the most respected in the magical world. No Ani'Magae currently exist.
This kind of magic requires great skill in both Physical Magic and Spiritual Magic, thing which is extremely rare. Indeed, the only ones who have ever wielded Physio-Spiritual Magic were either Arch Mages of Eladnos or the dark Morian Prodigy An’Dar-Led. There have been the odd geniuses who have meddles with this powerful and terrifying magic, those either turned to the darker arts or had the patience to master it all.
Examples of Physio-Spiritual magic are Necromancy, which is the control over physical bodies and giving them enough intelligence to follow commands , a feat only the truly powerful can achieve. Those who went down this path of Necromancy were wither consumed by what they created, or they became what they created, only the very best survived their research into this dark and terrifying magic. Another is Physio-Soul Magic, a mainly offensive kind of magic aimed at killing foes. It gives the caster the ability to harm both the soul and body of the victim when in spirit form. This is a double edged sword however as to harm physical things, the soul must become physical, and thus risks physical injury which can result in immediate death or loss of magical power. A death of the soul is a true death, as the 'person' will not be able to go on to the next world, their soul itself has been destroyed.
Those who achieve Physio-Spiritual Magic are considered reincarnations of the Arch Mages, and are called Arch'Magae. What lies beyond Physio-Spiritual Magic is unknown as no one has ever gone beyond this step in what is certainly the eternal evolution of magic.
ALIAS (If They Have One):
DoB (Day and Month):
ETHNICITY (What Nation S/He Originates From):
BODY MARKINGS (Scars, Tattoos etc.):
BUILD/APPEARANCE (Written Description or Image):
ITEMS (Staffs, Swords, Orbs etc):
Type of Magic
Max of Two, if the CS is exceptionally good, a Max of Three.
(High: they are naturally able to sense and use magic very well, even if they have never trained properly.
Medium: they can naturally sense and use magic to an extent, even though they are unable to cast anything of too high a level without further training.
Low: they find it very difficult to sense and cast magic, and even after years of training, they will not be as magically able as someone who’s trained and is of a higher talent):
(High: they have trained for a very long time to bring their magic under their control, and have mastered much from training and experience. Able to cast quite difficult spells with a decent level of control.
Medium: they have trained a bit, and have gotten the gist of how to summon magic to them and form it into the general shapes and forms they want, however their control isn’t great enough for them to cast difficult spells well
Low: they have barely trained, and their magical power (if they have any) is wild and difficult to tame, making casting any spell a dangerous process):
REMEMBER, THE BETTER YOUR CHARACTER SHEET IS WRITTEN, THE MORE DETAIL THERE IS ETC, THE MORE LIKELY IT WILL BE ACCEPTED.
If you write half a paragraph for history and then make your characters magical talent and ability the highest it can be, it will not be accepted. If they have high magical talent, go into detail in the history, likewise for magical ability.
1) Listen to GM and fellow players.
2) Standard RP'ing rules. No godmoding, no metagaming, no powerplay without good reason and concession from others.
3) I will regularly hand out official boosts for characters, you can consider them 'power levels' of sorts. You can note them down on your CS etc. It's just to show that this character has this much experience and can get away with doing more daring things.
4) The more powerful you are, the harsher the grading of your CS. Doesn't mean you should re-write Lord of the Rings, high quality=/=length so a bit of imagination and enthusiasm will get you far ;D
5) Common sense will get you far, if you're only know Physical Red Magic, you're not going to become an Elementalist in a post or two, good development and better story lines are what will let you get away with things. This is all about creativity and RPing skill, the better you are, the more powerful your char will become.
6) From now on, you can only post twice a day with each character, so that the RP doesn't move too quickly for others to keep up. This is only with each character, so if you have two characters, each one gets two posts each. Please follow this rule as it helps manage things, and management is essential an RP this free.
7) The more points you have, the more difficult it is for you to gain more points
8) Gero never says anything worthy of note. That's a rule. Know it. Learn it. Apply it. Teach it to your children.
Good Luck! And follow these simple rules (that's not a request, that's a rule) ;D
XP points are very useful, the more you have, the more powerful your character is. A character with high XP will be able to do more things, for example, if you have a mage with high XP, and he started out with say, Brown and White magic, once you get a good amount of XP (i.e 5-8) you can have them start to notice an ability to mildly control another kind of magic, like Red Magic or Blue Magic. As they gain more XP, they may be able to control it more, however, remember that with magic you can never master anything until you've been formally taught it and studied it for a long time.
Another example would be a non-magical person who is a warrior or fighter of some kind, with higher XP, they'll be able to do more daring things, like take on five people at once or sneak into places a person wouldn't be able to sneak into, or even survive falls or fatal attacks which one would not usually survive. XP is not 'experience' it is a higher force which guides the power of those chosen by the tale.
XP can even mean that a non-magical person starts to notice magical power developing in them where there had been none before, and of course, a mage with high XP will also be able to do things they wouldn't usually be able to, such as survive more fatal incidents etc.
However, XP will be worth naught if the post is not well written, for example:
Horath, the mighty man who kills all who stand in his way punched the great boulder in his way and destroyed it, because he has 340 XP and can do stuff like that. He then runs a few steps and finds himself across the ocean, in the middle of that battle going on in that place. Without waiting, he smashed the first soldier he saw, and before he knew it he was surrounded by the dead or dying bodies of the soldiers, he looked to the skies and gave a mighty roar before jumping back over the sea, getting into bed, and having a good nights sleep after a very long day.
And lack of XP will not limit a character if the post is well written (A char who has 5 XP for instance):
Horath took another step forward, forcing himself to continue onward, against the pain in his arms and the pressing heat of the merciless sun, he forced himself to push the boulder, one more step, even half a step further. His breath was shallow, coming in quick gasps, sweat ran freely down his face and all over his body, and his cracked lips and dry throat called out for even a droplet of water. If only he'd been more prepared before leaving on this mad quest! If only he'd not been so angry and frustrated with her...
He shook his head, this was no time for regrets, and so he continued onward, pushing the great red rock across the dry plains. It was a large thing, nearly twice his size and ten times his wait, and the fact that it was not perfectly round did not help, in fact, the side he was trying to roll over now was completely flat. He put his shoulder to the rock and tried pushing it, but to no avail. This was hopeless! He was never going to get this stupid thing to the city, and he was never going to be able to board the ship and get to Mardithia in time. But then, he could always walk, yes, it would take a few weeks, he may miss a few battles, but he'll get there eventually. He shook his head, no, he was needed at the front, and he was needed now, even if it took him all day and night, and all tomorrow too, he would push this impudent rock to the city, whether the rock wished to be pushed or not!
"You look in pain young one. Why do you push such an ugly thing, when you can walk, free of its burden, free of its weight" a strange old voice, crackly in a way, sounded to Horaths right. He immediately jumped back, reaching for his sword and drawing it.
"Who the..." before him stood not a man, but a strange ethereal being, human-like, but not human at all.
"Fear me not for I wish you no harm young one, your plight merely intrigued me. Why do you push such a great rock, and where do you take it?" Horath was speechless, what in the world was this?
"Uh, it's...well" the creature raised an ethereal hand, and Horath stopped, it closed its eyes and did something, before long it began to nod.
"Ah, I see, you wish to travel the large blue yes yes? You wish...to go to war" its voice faded slightly at the last bit, as if disappointed.
"You wish to fight...to kill your brothers and maul your sisters and SPREAD EVIL IN THE LAND!" its voice rose dangerously high and its colour changed, becoming very dark, its ethereal body becoming more like smoke. Horath backed away.
"NO! No I don't" he tripped on a dried root and fell back, landing on the hard ground and smashing his head badly...
(Little Time Skip, WOULD BE FILLED WITH WHAT ACTUALLY HAPPENED!)
The great spirit Xeanthiel nodded as it picked up Horath.
"Very well, for your love and your people, to Mardithia I shall take you" and before Horath could say a thing, or even ask for a second to prepare, the being was off, flying through the sky at speeds Horath did not know possible.
"AAAHHAAAHHAHAHA. NO! NO! Stop! You're going to FAAAAAAASSSSTTT!!" but the creature ignored him, going even faster. Horaths ears suddenly popped and his hearing became weird. Then it was over, he was back on solid ground. Once more, he fell to his back, this time out of dizziness and inability to stay on his feet.
"Ar-...-ou...-ay?" someone was speaking, someone was saying something, he just couldn't make out the words.
"Ho..ath, ar- -ou -kay?" he looked around himself, not entirely seeing what was around, it was all just a blur.
"What?" he asked half-consciously.
"Are you okay?" his ears had popped again, and he could hear again....
You get the point! I would go on, but then this post would never finish! So example one would be rejected outright even though the character has a legendary amount of points, while example two, even though what happens is slightly ridiculous, would be accepted because at least the writing is of a better level. The same goes for fights, if a char of higher XP is fighting one of lower XP, generally the one with higher XP would win unless the difference in writing quality from the one with higher XP is that bad. If two chars are of equal XP, then it would come down to writing quality, while if two players are of equal writing quality, it would come down to XP, while if all is equal, then the two players will have to discuss where they would like to take this.
Of course, if players have a storyline going, then they don't necessarily have to stick to the above rules.
Most of this this is just guidelines, it's just the first bit which really tells you what XP actually does
Approved Character Sheets
Character Player Page and Post Sun Dai'chi Rope Page 1 Post 4 Excidius Arel Satheon Page 1 Post 7 Robin Veloce-Ali
(Fallen in Battle)
EllieJ Page 3 Post 26 Roran Hawkins Roran Hawkins Page 3 Post 27 Arranar Koval
Torack Page 5 Post 48
Page 16 Post 151
Page 24 Post 238
Al'Ahsor SlenderWoman Page 6 Post 53 Adele Strikland
Rogue1971 Page 15 Post 144 Xao Akiwu Vuurvos Page 20 Post 199 Adryan Horseflight TheFusecog Page 25 Post 245 Horatius Maxima
Karahilgar of Meqdonia
Kho Page 46 Post 454
Page 68 Post 671
Gerontis Gerontis Page 71 Post 705 Aoi Joan Bloom HiddenBeauty13 Page 73 Post 730 Venrix Wolf-Fang Skyren2231 Page 88 Post 875 Coira Aisling Sun Page 133 Post 1323
Character XP Thus Far
Roran Hawkins - 84
Sun Dai'chi - 52
Horatius Maxima -24
Karahilgar 'Colossus' of Meqdonia - 13
Gerontis - 61
Arranar Koval - 50
Al'Ahsor - 77
Aoi Joan Bloom - 34
Venrix Wolf-Fang - 26
Coira - 7
Those who did Pass
Excidius Arel - 30
Robin Veloce-Ali - 0
Adele Strikland - 9
Xao Akiwu - 7
Adryan Horseflight - 23
Ele'siraethi Kork'edo - 5
Abul-Shi'ir - 5