GM: The Irish Tree
Co-GMs: Skryte, MistaWolfeh
In Character: http://roleplayerguild.com/showthrea...7#post10138417
"In the beginning, the world was blank, a canvas that would be painted by the beings that would come to be revered as Gods, the ones who would rise above mortality to shape the land to their whims. First, the 7 would rise to create the elements that keep the world in balance, the elements of Fire, Water, Earth, Lightning, Air, Light, and the Shade. The world was like clay in their hands, but they lacked an important piece to their world, it was stagnant, and lacked life. With the rise of the 5 Gods of Creation, who held dominion over Life, Death, Reflection, The Void, and The Astral, created the first true beings to walk upon the land, to swim in the seas, and fly to the clouds."
"Soon after, they attempted to create life that was aware of it's creators, and so, Humanity was born. One would fall, Toberon God of Reflection grew jealous of Humanity's bliss and sought to destroy them, and was cast down, sealed again into his mortal form and locked away to be guarded by the Giants for eternity, and One man would rise to godhood, Aeterno, who held dominion over time, and thus, the world progressed onwards. The first civilizations rose, in the harsh landscape set before them. The Gods would weep for their children who would be torn apart by the beasts they had created, as much as they begged, Aeterno insisted this was for the good of humanity, and in time man had conquered the land and progressed."
"When Aeterno prevented the Gods from having direct contact with humanity, they gave humanity two gifts: The first to come were the beasts of the air that served as infinite wells of wisdom to mankind: The Dragons of the Valley of Merenbar, who would create the Wyvernfolk of Noventius and Glastenburough, aided humanity with knowledge. The second, were the Cores: organs of magic power that any human being could attain, would they endure the pain of a heart of crystal. The Cores reflected each of the Gods in turn, all except for Aeterno, who forbade mortal man from tampering with time. Humanity prospered, and progressed even farther into prosperity when the 5 countries of Delaraux were founded: Cantilla, the strong, rich kingdom of knowledge, Sedaulia, the land of Hardened warriors, tradition, and faith, Galbradia, home of Industry, tinkering, and freedom; these three, along with the Volcanic Providence of Glastenburough and the Mountain Providence of Noventius would give rise to a new age: an age of adventurers who would leave on a journey to see beyond these lands, and perhaps into the abyss itself."
Cantilla has had a rich history, one filled with struggles, hardship, and conquest of the untamed wilds. The first of a long line, King Seridus was crowned after his slaying of the Husk of Glacdh with the help of his 12 comrades in arms. After the battle, and his crowning, each of the 12 houses were admitted to his counsel, which has stood even to this day. Each house served the king to the best of their abilities, and some say that their loyalty is radiant even to this day for their lord. Cantilla’s military is strong, and filled with powerful Core Wielders, the most of famous of which were the slayers of the Felldrakes, the Drakus Interficio Venator, known far and wide for their acts of bravery and strength. Cantilla is the major trade hub of the Delaraux region, welcoming peddlers, merchants, and even Giants into the markets, this practice of open trade has made Cantilla a wealthy nation. Within the ancient hall that once housed the Drakus Interficio Venator now houses the legendary Verdanshire Guild, known for creating some of the strongest warriors, pilgrims, adventurers, and soldiers the world has ever seen, which was established by Morden Verdanshire during the Age of Ash. Mercenaries find this place to be their home, and the guild members treat one another with a certain aspect of respect; most often soldiers in the Cantillan Military are ex-guild members, the caliber of those who survived long enough in the guild to quit is legendary, and they are often appointed to the High Guard, or the Farseer Militia branch.
Galbradia is a medium sized country of an industrial nature, having recently emerged from a century long war, the Galbradians are not very interested in fighting of any kind right now; they're more interested in trade, and a new trend called "automatons". Automatons come in various shapes and sizes, being the focal point of Galbradian culture, Automatons can be household pieces of art, or a two legged mech lumbering in the streets. Due to their massive interest in trade, the Galbradians have also created a "spider web" of train tracks, each "track" actually featuring three separate tracks as to carry the massive trains that they trade with. Of course, there are still beasts in Galbradia, mostly mammalian and avian, said beasts reside in the dense forests of Galbradia now, or the few mountains dotting it's otherwise flat surface. During the spring large, four legged birds called the “Orn”, and a large variety of Elk reveal themselves, the Orn and the Elk alike can both grow to be well over the size of a house, those arent the only giants in Galbradia though, as there are massive turtles that had nearly been driven extinct due to the 100 years war; who go into a dormant state during the winter, when the “Ape Beasts” of Galbradia reveal themselves to the world. The Ape Beasts are the more well known game to Galbradia, as the larger variants of said beasts are notorious for devouring humans and other creatures. The smaller ones are known for being primitive artisans, carving strange runes and pictures into turtle shells, and rock sides; both variant of ape beast is considered extremely intelligent regardless, and are considered dangerous game.
The only thing worse than an ape beast are covens of creatures called “Dryghtyn”, and a second race of creatures called “Frost Beasts”. The Dryghtyn are very sacrifice-centric, only coming out when temperatures reach below 0 degrees celsius, a time when people stay inside their homes and hope for the best in Galbradia. Dryghtyn usually raid two or three houses per a coven, but when they do the result is the same: the people are never seen again, only pentagrams of blood are left on the face of their former home. Some Galbradians link the Dryghtyn to “years of daggers”, where consistent hail storms plague the country, but also give way to the “Frost Beasts” that only awaken from hibernation at -30 degrees celsius. The Frost Beasts are creatures who are even greater than the Ape Beasts, known for eating entire villages and sometimes towns, the Frost Beasts are also noted for having extremely high bodily temperatures, as their breath, and sweat is said to immediately become steam, along with any hail, or snow that touches their body.
The 100 years war, as mentioned before actually took place between a group of claimants, having started with the death of the previous leader, the Tsar Herscherr. Many different parties that had formed during his reign had risen up to claim the throne, but none could decide on a leader. Then a conflict between Herscherr's children, Sofie and Lukas made things go violent. Five primary claimants arose, accompanied by eleven smaller groups that soon died out in the midst of the fighting. During the war, the technology that defines Galbradia was developed, tanks, mechs, and rifles were produced in many different ways, even “machine guns” but it left Galbradia off with a heavy fixation on industry when the war finally ended, with the Tsar's daughter's old Claimant party, Vox Rose finally having won the war. Vox Rose has ruled over Galbradia in the form of a great Republic, being almost a model state at this point, Galbradia has achieved a formidable foot hold in the trade industry, and are considered to have some of the best cannons, and ranged weapons in the business, producing them and selling them en masse via their great train network.
(Sedaulians are rather protective of their history, and as such, the following is what they have been willing to tell Cantillan historians. Information is subject to change should the Sedaulians provide us with their true history, for such revisions, see article 7-0b in the index of revisions for proper procedures. [This means that if you're going to be making a Sedaulian, please ask me for the true history, so you can know what even how to do.])
"The First Allfather and the First Allmother came from the Western Lands and founded Sedaulia. The said that they would be back for the Unification, then left."Sedaulia was shattered. "Tribes warred for land, to show their strength.
The Second Allfather, and Second Allmother came, and unified the land, saying that they would need their collected strength for the coming Storm, then left.
Sedaulia was besieged. By swarms of sea monsters, as large as buildings, carapace as hard as metal. They were losing. Until the Third Allfather and Third Allmother came to be. Leading the Sedaulian Tribes, they fought back the monsters and exterminated them. Saying that they would be back for the Saim, the Final Fight.
The Allfather left leaving his sons and daughters equal kingdoms, so they wouldn't betray each other for the throne. Eventually, over time, the kingdoms merged and became Sedaulia as a whole, Kingdoms became Clans and Sedaulia became a borderless world."
(Skryte will be the guy to talk to about Sedaulians, they were his concept, and they are his babehs.)
The Wyvernfolk of the North are a rather mysterious and elusive people, preferring to keep to themselves rather than attempt diplomatic relations with other countries. The Mountain Providence was the second Providence to be established by the Dragons of Merenbar Valley, these Wyvernfolk were the second to be created, though they regard themselves as being “superior” to their Volcanic cousins. Their mountains are massive, rivaling even the size of the Sedualian Obsidian Iron Mountains. The mountains are known for the abundance of Stone Trees, the likes of which the Wyvernfolk carve out in order to build their homes, the majority of these trees are over 90ft. in height, and 50 ft. in width. The homes are connected by long spanning wooden bridges, and travelers often tell of the natural beauty of the landscape, and the hospitality of the Wyvernfolk. Northern Wyvernfolk are easily distinguishable by their gray scales along their forearms and legs, their small wings that they can use to glide, and their extremely pale skin. They are fond of crafting materials of stone, and their masonry is legendary, with massive epitaphs inscribed along the walls of their trees and the mountain halls. Have developed excellent trade relations and alliances with Sedaulia due to their mountainous landscape, and the presence of the bandit city of Gorun to the south.
The Wyvernfolk of the South-Eastern Volcanoes were the first Wyvernfolk to be created by the Dragons, in an attempt to provide aid to humanity with a race that could speak for the dragons, and aid them should they need it. They Wyvernfolk eventually gained the blessing of the 12 Gods, and garnered the same affinity for magic that Dragons possess. These Wyvernfolk possess red scales in greater abundance along their limbs than their northern cousins, wings of greater width, which they enjoy gliding off of high places with. They possess more in common with their draconic creators than their cousins, including a tail that reaches down below their calves, and horns that they usually blunt and file in order to keep short. They are a hardy people, living in their harsh, hot homes underground have made them adept miners, and they are excellent hunters. They are a naturally aggressive people, and so, they often partake in acts to relieve their stress, often forming large Zen gardens with the ash deposits and obsidian rocks, and writing poetry. They are usually a friendly people, and enjoy friendly competition, though they are easily angered if provoked, and they are often mocked by their Northern cousins because of it.
Elements: Cores are acquired by prayer at the Temple of Deus, and acquiring one is Excrutiatingly painful
Fire/ Goddess: Miroldia of the Scarlet
Fire magic entails the use of fire to attack enemies, or to light the way.
Water/ Goddess: Shui Lymphae of the Depths
Manipulation of water allows for fluid combat, though it does require water to even use.
Lightning/Goddess: Tyrscia of the Storm
Striking faster and dodging, as well as paralyization are usable with lightning.
Air/God: Tessero of the Gale
The wind can be bent to the user's will, and even sound itself lends it's power.
Earth/God: Melchiore of the Mountain
The Earth itself shall bend to your will, though to do so it takes time, and in the air you would be as helpless as a babe.
Shade/Goddess: Mathair of the Shadows
Shadows shall bend around you, and others will lose sight. You could even peer through shadows, though that does take time.
Light/God: Wrilkoft of the Radiance
A blinding radiance, and illusions are at the disposal of the bearers of Light
Astral/God: Artorias of the Stars
The power to manipulate energy, and to empower one's self as well as others.
Void/Goddess: Quelinn of the Emptyness
The power to open the Gates of the Empty, and to permit entry. Where these gates intersect,no sane bearer stops to look at the betwixt.
Life/ God: Cremar of the Beginning
Death/ Goddess: Glacadh of the Thereafter
Time/ God: Aeterno of the Clockwork
1. No godmodding, might seem obvious, but don't try and dick around with someone else's character without their explicit permission.2. I am the GM, therefore my word is law. I am willing to bend certain things or take suggestions if you make a good enough point, but don't always assume I'll agree. If you can't get an idea by me, try Skryte or MistaWolfeh, they might be able to convince me.
3. No attempting to kill someone else off. Trust me, try this, and I have a little black book of things that can rip your character a new one.
4. Don't be a dick.
5. Keep anything YOU have to say in the OOC, just wanna keep it clean.
6. Please tell me if you're going to be gone for an extended period of time. I understand when real life stuff comes up, but I ain't psychic, (yet) so I can't know if you don't tell me.
7. Please keep any romantic interactions PG-13. I don't feel like throwing up during this.
8. Have a good time!
Title: (If you don't start with one, odds are you could earn one from being a badass in a job.)
Age: (should generally be from 19-29)
Core Element: (You need one, otherwise you'd be the equivalent of a monkey throwing shit at a tank.) You can only choose from: Fire, Water, Lightning, Air, Earth, Shade, Light, Astral, and Void.
Weapon/Armor/Gear: (Keep in mind that you can have a gun, but we're talking about up to WW1 era rifles.)
Biography: (In general, what you did before you decided to join the guild. You're starting off as a rookie in the guild, but you could have served in the military, or any number of things before joining.)
Extra: (Basically, anything else you think we need to know about your character.)
Your character is going to be a recruit joining the Verdanshire Guild of Cantilla, whether you were a soldier fighting in the Galbradian Civil War, a member of the Sedaulian warrior tribes, a simple farmer who wanted to change the world, or even a Wyvernfolk from the mountains, this is where your story really begins.
Important Guild Members:
Name: Tallus Shreene
Weapons/Armor: Tallus wields nothing more than a 6 ft. rod of pure Damascan steel. His armor is made from the hide of a Felldrake, with a mix of Sedaulian Hivepress that was forged for him as a gift when he slew the last Felldrake in recorded history: Lokrus.
Core Element: Lightning
Extra: Tallus is actually paralyzed from the waist down; he moves his legs through complex magic from his lightning core, enabling him to galvanize his own legs to move at his leisure. He can do this for days on end without becoming exhausted.
Name: Catherine Shreene
Occupation: Guild Assistant/Receptionist. Ex. Guild Worker
Weapons/Armor: Catherine uses a Composite Repeating Crossbow, and for close range uses a steel Broadsword.
Core Element: Shade
Extra: She used to work in a team with Firoscis, but after Derin left the guild, she resigned as well and decided to just do official work for the Guild.
Name: Tiburon Pistris
Occupation: Guild Worker
Weapons/Armor: Tiburon's armor is made of the countless sharks he has found of varying species and habitat. He carries a one handed mace and a kite shield for combat.
Core Element: Water
Extra: No matter where he goes or what he does on a job, he always seems to find sharks of some sort. Trying to get a cat out of a tree? Cat is a shark. Nobody understands it, but Tiburon has actually been responsible for discovering over 20 species of various sharks. Due to his short stature and young appearance, nobody tends to take him seriously unless he has his armor on.
Name: Sariel Cielmuro
Race: Southern Wyvernfolk
Occupation: Guild worker
Weapons/Armor: Sariel's armor is made of the ores found in the Southern Volcanoes in combination with thick steel. She wields a single longsword, and uses a large assortment of throwing knives.
Core Element: Light
Extra: Given her Southern Wyvernfolk heritage, she is relatively quick to anger, though she has a great deal of composure and is one of the guild's more promising rookies. Has worked in teams with Tiburon and Firoscis,which has lead to extremely fantastic results when Firoscis wasn't punching their clients in the face for being rude assholes to Sariel and Tiburon.
Name: Gregori The Crab
Age: Unkown, presumably hundreds of years old.
Race: Serendebar Giant Crab
Core Element: He's a giant fucking crab, he doesn't have one.
Extra: Greg is beloved by every member in the guild for being extremely friendly, kind, and seemingly being one of the most intelligent crustaceans in existance. Greg lives in the Guild, and has a pen that he lives in that is roughly the size of a King Bedroom filled with sand. He likes building sand Castles, sweet fish, and the color blue.