Welcome to Noblesse Amissus, a roleplay co-run by Keregol and I, The Bearded One.
Just as a note so nobody becomes confused, you ARE allowed to make either a male or female character. Just as there was such a thing as female nobility in our mainly male dominated society, there ARE male nobles in Ithwan (also, the roleplay will be taking place on a seperate continent altogether; Ithwan is mostly there for your characters to have a place they came from, at least, at the beginning). Thank you.
As a noble of the female dominated Ithwan, the Ever Moving Nation, you never dreamed that life would change. After all, there where no other factions anymore- no nations to war with, no city-states to contest land rights, no empires seeking conquest since the continent was united under Ithwanian rule nearly a hundred and fifty years ago. That is, until the shipwreck.
It was a standard pleasure-cruise, at least to your eyes. The largest, most masterfully crafted ship that you and your fellow nobles could charter, fully prepared for three months of sailing. Yet not with all the knowledge and skill that went into its making, not with all the strength the crew could muster could the ship be stopped from capsizing in the ensuing storm, and not all the favours of most holy Goddess Renji could prevent the currents from taking the survivors deep into the Agamar Triangle and blacking out.
When the nobles awake, they are on an unfamiliar beach, apparently unharmed. With close inspection they might see impossibly thin scars on their persons, drawn with surgical precision, their placements suggest that each was opened up like a bear at the taxidermists and expertly sown up again. In addition to this is an odd feeling of openness- as if some long dormant sense had been reawakened and as they reach for this feeling, intrigued by its existence, odd events transpire around them. Flames burst into being, water flows up and twists through the air like smoke, sand whips itself into a dust devil seemingly on a whim- it doesn't take you long before you realize that you've been infused with magic of the strongest kind, seemingly overnight.
For those who said TL;DR, (well, the first thing I'd like to say is why are you here in the first place?) but here's a summary: You are a noble (noble emphasized in the hopes that people will stop trying to be the exception to the rule) who has been shipwrecked in a strange land, suddenly awakening with strange powers. This roleplay is going to involve sexism, politics, religious disputes, philosophical disparity, racism (both fantastic and ordinary), war, supernatural events, singing and possibly goats. Below are the major things your character will know about at the beginning of the Roleplay, but first, the Rules.
1.Thou shalt not quit.
We want dedicated roleplayers. This is, potentially, a long roleplay, and for that reason we're putting loyalty slightly above quality. If you're going to quit, at least TRY to give yourself an ending so we aren't left just ignoring you and leaving plot holes. We thank you in advance.
2. The length of a post is flexible, grammar however... not quite as much.
I'm going to be honest here: I like practicality, which means that unless that vase is going to be really #$%ing important I'm not going to spend an entire paragraph describing it. Like most GM's, I don't like one liners much, but neither do I want huge monologues or pages of meaningless descriptions of your characters navel, and I recognize that sometimes all you have to say is “What the hell are you doing?”. All I ask is to try and use your judgement to determine what length your post should be.
On another note; Grammar. Use it. I know that sometimes you might need to break the rules because of a character's accent or verbal tick, or because you want to make a point, heck I know that some of you might not have english as your first language, but please, for the love of all that is holy, we should be able to understand what you are saying without getting a headache. Also, yes, I know I use run-on sentences. I know I shouldn't. I try not to. I'm human. I have flaws. Deal with it.
3. No godmodding
I'm pretty laid back when it comes to the power a character can obtain, but there are limits. A word of friendly advice: once you're destroying planets you've gone so far past too far that with close observation you should be able to see the curvature of the universe.
4. Keep it PG.
Swearing is allowed, but not every sentence needs an expletive. Romance is allowed, and even encouraged, but what your characters decide to do while alone with one another in their free time is YOUR business and should be kept to PM. Gore? Gore it up. Plaster the WALLS with gore. Fill doggy bags with it and bring them home with you if that's your thing. Just, y'know, only gore it up if there's a REASON to gore it up. Rabbits shouldn't explode all over the forest.
This section is pretty much done, but there may be some changes in order to clarify things and better explain magic.
First is the world itself; it is thought to be dome-shaped, sitting on the palm of Renji, surrounded by a bubble of air. Outside this bubble is thought to be the element of Void (see Magic for more about Void), where only the Voidlings and Abyssal Walkers exist. The sun and two moons are simply circles of light that Renji's daughter Adthotep juggles endlessly.
Ithwan has a great many myths surrounding the past- legends of where weather comes from, what caused mountain ranges to be where they are, and also about a number of supernatural creatures; legends of short men with enormous beards who lived underground and steal human children so they could turn them into more of their own kind, grey skinned creatures that disguised themselves as old women in order to murder travellers and rob them blind. The Will-O-the-Wisp is largely similar to the legends of earth, except that instead of leading people towards danger, they are said to have helped lost travelers find their way out of swamps and dark forests without falling into danger. All these things are merely legend, however, and have never been proven to have ever existed.
Oh, some young men point to primitive tools in the black forest, or collapsed caves that bear evidence of intricate carvings on what had once been the walls and ceilings in the south east, but such are simply the ramblings of the unimportant, and not to be taken seriously.
A quick summary of Mythological creatures (please note that none of the following are considered to actually be real, and even if they where, these stories have been filtered through hundreds of years of folklore, and as such would be highly inaccurate- of course, your character wouldn't know that) Any creatures not mentioned here are probably a fairly common occurrence, or have at least been accepted as fact-
Dwarfs- Short, hairy individuals who dress in furs and soiled rags, they have foul breath and grin at all times to show off their rotted teeth. They generally live in caves. Legend has it that they are incapable of reproducing, and steal human children who stay out at night and turn them into dwarfs through black magic. Since such transformations have been proven to be impossible with current magical theory, these creatures are mostly used to frighten children.
Goblins-Stooped, wrinkled beasts with grey skin- they disguise themselves as the elderly, poor or ill and prey upon those who show weakness. This legend is one of the many reasons the gap between the rich and the poor in Ithwan is so large, and why giving alms is considered a generally stupid thing to do.
Will-O-the-Whisps- Strange floating lights normally seen in swamps and deep woodland, they are said to guide lost people to safety, skirting around quicksand, deep bogs and the territories of ferocious beasts. Even today, some people will come stumbling into a village claiming to have gotten lost and been guided out by these mysterious beings, but most often these stories come about after too much drink and are listened to with amusement, then promptly ignored.
Orcs- Green skinned humanoids. They often play the part of the 'green-man' in folktales, and are a favored form of Usis, the nature/trickster god, and third daughter of Renji.
Treants- Large, sentient trees who sometimes sleep for decades. Not often featured in legend, but is considered the favored form of Poporon, the first consort of Renji.
Ithwan is a female dominated society. The government is based on a Republic structure, with a council of ninety three nobles, two from each province, plus the Blessed Matron Aswa the Ninety Third. Under them are forty six councils of lesser nobility, each of which helping to govern different province. Ithwan has held the entirety of the continent since around a hundred and fifty years ago (the exact number is 147 years), during the rule of High Matron Aswa the Fortieth. The state religion worships Renji, the Goddess of Movement, Ferocity and Domination. There are only priestesses, no male priests, and all priestesses must be virgins. Any man who takes a priestess' virginity is castrated, and then publicly executed.
While there ARE male nobility, it is rare for them to be seen as anything more than eye candy, and have a difficult time making any dent in a discussion amongst women. Those that do manage it are invariably those with extreme willpower and intelligence, are considered blessed by Renji and are mostly considered highly attractive.
Magic in this world is still not completely understood; it appears to follow certain laws, yet there are some clear exceptions to these rules. However, while the rules are most probably flawed, they are useful for explaining the ins and outs of magic to laymen and apprentices.
Elements- The planet and everything on it are made from mixtures of the seven elements; fire, water, earth, air ,darkness , light and time. First is the planet itself, which is a dome mainly comprised of earth and fire. On the surface can be found oceans and all manner of life, mainly composed of water and earth, and a mixture of water, earth, fire and time respectively. Over the earth is a dome of air, outside of which is only Void, the antithesis of all existence and drinker of magic where only the Abyssal Walkers and Voidlings can survive.
Sub-Elements- Sub-Elements are combinations of two or more basic elements. While sub elements are somewhat less versatile than the basic ones, they often come with powerful abilities that no base element can offer. Some examples include: Sand, a mixture of Earth and Fire- allows physical control of only sand, but allows a mage to suck water from most objects on contact. Heat, a mixture of Fire and Light- Heat grants no physical control over objects, but allows creation of radiant heat and the focusing of higher temperatures than even fire allows.
Mana- Mana is the energy with which a mage casts spells. One's mana pool acts much like a muscle in some respects- the more frequent and strenuous its use, the larger and more resilient it becomes. Mana values will mostly be hidden from you, but you will receive hints when you are reaching zero, or when you're being conservative without reason. All characters will begin with a mana count around 45. When a spell is cast an appropriate amount of mana will be subtracted from the value, and the mana total will grow. The more powerful the spell, the more it will cost, and the more the maximum size of the pool will increase.
Magical power-If a mage where a car then Mana would be your 'fuel source' and Magical Power would work like your maximum speed. Magical power determines how much mana a mage can use on any one spell, and varies from person to person. Generally speaking, Magical Power does not change much over time, but there are ways that it can be expanded. More than anything, this determines the caliber of the mage. All characters begin at what would be considered 'master' level. Of course, that doesn't necessarily mean that they will have a master's control.
This section lists what we earthlings would call supernatural creatures that are either common occurrences, or have been accepted as being real. Just because it isn't listed doesn't mean it doesn't exist- it probably just means that either the differences between the usual version and the version used here aren't large enough to warrant mention, we haven't thought of that creature yet, or that creature hasn't come up in the story and is supposed to be a surprise.
Wendigos Not much is known about these creatures, as they have only recently been accepted as being real. All that is truly known is that they live almost exclusively in mountainous snowy regions and are tall, thin, vaguely humanoid beings with longs, bony arms, a head not unlike that of a wolf, and snow white fur.
Nickname/Preferred Name/Alternative Titles:
Physical Appearance: (Description or Pic is fine)
Element: (Any Element except Void is fine; sub-elements are available as well)
Relationships with other Characters: (all relationships must be negotiated with the owner of that character. This section may be edited as characters are added.)
Keregol: Magorroth, Vengeance Seeking Swordsman
The Bearded One: Zimgorroth Valjeabean the thirty second, destroyer of the Black, Leader of the Legions of Unterror, Quester for the Unknown... but most people call him Tim
Hawlin: Vivienne Flyleif LeCrux, Dark Mage and Gentle-Lady
Zombehs: Bormont Maste, Rift Mage and General Hooligan
RubyCrown: Iris Demelza Delane
, Time mage and aspiring Priestess of Renji
Those Who Have Left the Stage:
BaneThanatos: Obitus, Decay Mage and political conspirator
Map will be uploaded as soon as I can find a way to get it up here.