In this age the world is known as Ultimum Casum. It has ended before, and is likely to end again, but not as long as there is a story to tell. A millennium ago science and magic were one, and at the apex of civilization the mortals of the world had advanced to near godly levels, but as we all know with great power comes great responsibility. The world was unified, but in peace it had become stagnant, there was suffering where there should be nothing but harmony, there was ambition where there should be nothing but equality. The world was fraying at its seams, and the Gods saw this but did not know how it could be stopped.
The world fractured, each and every person in a position of power believing they could take the whole for themselves, and each one of them wrong. Monstrosities were created, atrocities were committed. The world shook with the thunder of war, and when the storm of war had finally abated the Sun had set on an age, and a new one was soon to begin.
For the entirety of the war the Gods had sat by, as they had in ages past, and watched as ruin befell their creations, and when the world was ready to begin again they decided that this time they would shape it more clearly. Left to their own devices mortals would always strive against each other, even when they had the resources to live happily, it was some broken part of their nature that eternal beings could not understand or rectify. Since they could not quell competition, they decided it must be limited in some way.
They gathered the survivors and broken remnants of the world into twelve cities, one for each god, and they created great domes of energy over the cities to protect them from the foul creatures and dark forces they had once again let loose on the world. At the center of each city was a Tower of Heaven, which reached up to the dome’s peak, the sentient Towers acted as conduits of the God’s will. From each city a leader was chosen, and these twelve leaders became known as the High Council. From this council the Panarch was chosen, the Panarch was leader of the greatest city and so ruled all others, and was chosen not by the council, but by the Towers of Heaven.
This became the new game among the mighty, the greater your city the greater your power and wealth. It fed their need for competition while benefiting the world, but it was not enough for all. The world was still a place of chaos, human emotions ran rampant, influencing all of their decisions. The Gods realized that they could not keep the world in balance because they did not understand mortal drives, and so they gave their powers over to those who did.
They created the Library and the amorphous Sentinels that guard it. The Library, like the Towers, was sentient, but it existed outside of the ordered universe, and it was responsible for something entirely different than the Towers of Heaven. The Library created what are simply called the Books, each book represents an aspect of the material world, such as life and death, or fate. All of the Books lie dormant within the Library, but when the right person is chosen, the Book activates and manifests itself before them in the material world. They do not gain control of their aspect, they become it. Armed with the knowledge that they had left the world on autopilot, the Gods receded into the void, content to wait, and a new age began.
The Outside & The Abyss
The territory outside of the domed cities is vast and varied, but all of it is dangerous, I’m leaving the landscape largely up to the imagination. Creatures created as beasts of war live amongst the ruins of the old world cities and the dark forests. A large portion of the plants are lethal and quite hostile, their alchemical components only useable after special treatments have been applied, old world machines and traps are still active, ending many would be travellers. Even water often needs purification.
The most dangerous aspect of the Outside is the Abyss, you can think of the Abyss as a layer of existence reflecting our own, it was once known as the Astral Plane, where souls would often wait before leaving this world, but it was corrupted by the accumulation of death and hatred and now is home to dark things spawned from nightmares. If you sleep unguarded in the Outside, you open yourselves to them, they can invade your mind and conquer your soul, possessing you like a puppet and converting you into an abomination. However, there are several ways to protect yourself from them. A mage can erect a barrier around your mind, or you can burn Nightshade incense (though few know why that works). There are also several types of potions which can shield one’s mind with varying potencies. The most powerful protection from demonic intrusion is the full moon, when it shines overhead most mortals are untouchable. In the reverse none dare travel during the new moon and early phases, as demonic entities seem invigorated and only the most powerful of protections can shield you.
As you should know by now there are twelve major cities. Each city is built around a Tower of Heaven, and each tower is upwards of 3,000 ft. The domes surrounding the cities are translucent, only noticeable by a faint rippling in the air, and near one-hundred miles in diameter, allowing for a population of over one million with ample space for farmland. The domes also filter weather, keeping the worst of storms out of the city while maintaining a temperate climate. The domes also keep constant track of everything that goes on within the city, translating it back to the towers for analysis, this includes but is not limited to detecting mortality rates, birth rates, leading causes of death and average lifespan. With this information the towers determine that city’s ranking, every year the cities rankings are reevaluated, and if necessary a new Panarch is chosen.
The buildings closest to the tower are usually the tallest and most densely populated, they are modern structures like one would expect to see in Manhattan, electrically powered vehicles travel down paved streets, zeppelin cruise lazily through the air as well as the occasional military or police vessel. Styles of dress and other societal norms vary from city to city, with some appearing in sleek futuristic garb and others in medieval-style attire. There are various factions vying for authority within each city, sometimes these struggles turn violent, but more often it is political maneuvering. These factions are as varied as the cities themselves, some are corporations, others bureaucratic in nature, there are private security, public security, and military forces, as well as groups of citizens simply coming together with common interests.
The city governments vary in structure and performance, but each one is officially headed by a High Councilor. It doesn’t matter how the High Councilor is chosen, in some cities they are democratically elected, in others the position is hereditary, and in some the previous High Councilor can choose his successor, but regardless of how they are selected, they are bound to their office in the city’s Tower. If they become corrupted in their purpose the tower will reject them, wiping their minds clean in the interest of protecting the secrets within the Tower. This only extends to the High Councilors, and so it is not unheard of for a High Councilor to be a glorified puppet, good in nature but useless in practice. The real authorities within the cities are usually less open, influencing political policy and public opinion from the side lines.
Transportation between the cities is handled in one of several ways. First there is the outside, you can travel in vehicles or on foot from one city to the other. Then there are the buses, armed government convoys from one friendly city to the other. Third, there is teleportation, an experimental and highly regulated magic which requires pre-constructed focus points at both the point of origin and the end point. Finally you have the Tunnels, where extremely fast and extremely expensive subterranean trains carry the elite from city to city, while these tunnels are inspected by the city governments they are mostly maintained and secured by private enterprises.
When a city is ranked the reward for higher is not merely prestige, there is a material factor as well. The Tower provides each city with a rare and precious metal called phlebotinum. Phlebotinum is an extremely lightweight and durable metal with a high melting point that makes it both hard to work with and extremely resistant to heat, but it is one of the rarest elements in the known world with no examples found occurring naturally. Every few years, however, based on the given city’s rank more phlebotinum is manifested within that city’s Tower. The rarity and usefulness of this material has led to it being the grounds of an objective currency, every credit you possess or will possess has a quantity of phlebotinum backing it in the Tower of your city. When trade occurs between cities, the purchasing city owes a fraction of their phlebotinum reserves to the selling city, and while demanding immediate transfer is rare, it can occur. More often than not the phlebotinum never leaves the Tower, and becomes insurance in future deals.
Tech is post-modern. The more advanced technologies vary from city to city, each one holding jealously to its secret discoveries. I am allowing creative leeway with many of the technologies as long as they remain realistic. Magic does not solve all of science’s problems and vice versa. Firearms and vehicles are similar to ours today. Cars are usually powered by hydrogen generators, or electricity, some high class vehicles have mana batteries which are powered by magic, but if this became widespread it would become problematic (see The Magic).
Firearms are mainly ballistic and function primarily like modern weapons, but there are next gen weapons available such as mounted Railguns and Laser weaponry, that said there are also magically enhanced firearms with a variety of features difficult to reproduce in typical weapons. The most common way to magically enhance a weapon is with arcane ammunition, they have a variety of different magical ammunitions ranging from anti-personnel combustion rounds to armor-penetrating allomancer rounds. I do not require your magical technology to have a basis in one of the listed schools, since there are quite a few unlisted, as long as you keep it realistic.
Aerial vehicles do exist, the most popular are helicopters and zeppelins, but these are confined to the city limits. There are also vessels known as Gravity Hawks, which are held aloft by gravitation and travel through combustion-based thrusters.
Swords, shields, and other medieval style weaponry are still common place. It may not seem like they would be able to withstand projectile weapons enhanced with magic, but they are also enhanced with various forms of magic. There are anti-material swords which literally push atoms out of the way of their blade and advanced shields which diffuse energy across the surface equally rather than take direct impact force.
Finally there are implants and prosthesis. There are a wide variety of implants, from neural implants that overclock your reaction time in short bursts, to sub-dermal reinforcements which strengthen bone structure. Of course you can also forgo keeping organic components and have cybernetic prosthetics, arms, legs, eyes, and in some cases internal organs, some people reduce themselves to 40% organic components and more. As long as you run it by me with a decent explanation of how it works, and it doesn’t seem like too much, then I will probably go with it. Just remember, this shit is expensive.
"Magic, the Science and Art of causing Change to occur in conformity with Will"
“Indubitably, magic is one of the subtlest and most difficult of the sciences and arts. There is more opportunity for errors of comprehension, judgment and practice than in any other branch of physics.”
While magic can be used for positive or negative purposes, magic is neither good nor evil, and there are no schools of magic which are widely considered good or evil. Magic, much like Oxygen or Nitrogen, is in the air. Everyone is born with a natural magical capacity (though many are impractically small), when you breath magic is trapped in your mana pool, when your mana pool is at its capacity you simply breath out the magic you breath in. Much like an athlete, a skilled mage can gauge the limits of his mana pool. Like with oxygen, an area’s concentration of magic can shift, either becoming depleted or oversaturated. When an area is depleted of magic a mage’s mana pool does not restore itself naturally and magic is less effective in that area (this can be explained if you wish). When an area is oversaturated it creates what is called mana burn. Mana burn is a condition in which your body begins absorbing too much magic, your blood oxygen levels decrease, you become light-headed, experience an unpleasant burning sensation all throughout your body, and if your exposure is prolonged you risk death. Various hypotheses attempt to explain how magic naturally replenishes itself in an environment, but no firm conclusions have been reached.
There are various schools of magic, each with its own purposes and limitations. If you are interested in creating a school not covered here, PM me or post it in the OOC, there are NUMEROUS different types of magic I didn’t have the patience to get into. So let your imagination run wild, as long as it makes sense.
I do not have a problem with multiclassing, but keep it realistic. These are sciences that take lifetimes to truly master, if you want an example look at the real world, having a mage who has mastered technomancy and neuromancy at the age of thirty-five is like having a master neurosurgeon and marine engineer.
Technomancy- Technomancers are one of the highest paid and most sought after mages in the twelve cities. A technomancer can assess and understand various technologies and then magically operate, reproduce, or reconstruct them. More advanced technomancers can effect and understand more advanced technologies. They are extremely helpful when researching old world technology, and their ability to quickly learn how to operate various techs makes them extremely adaptable and opens a wide variety of jobs to them.
Photomancy- Photomancers manipulate light, they can shift it around themselves or objects to make them invisible, concentrate it into heat-based beams, create simple orbs of light, diffuse it to reduce temperatures, and even create bright flashes to blind enemies. One of their most impressive talents is the ability to block photons, essentially creating darkness, it takes a lot of skill to shape this ability into anything more than simple domes. Because of all the factors involved in photon manipulation it is a very complex skill of magic, make a simple mistake and your spell of invisibility will render you blind as well.
Neuromancy- One of the more controversial schools of magic, neuromancers can interpret and manipulate your brain waves. These abilities are respectively called empathy and illusion, and both are required to be a good neuromancer. This ability is incredibly complex, and if you make changes too drastic they become unbelievable and are more easily resisted, the smaller the change in someone’s perception the more likely it is to succeed.
Vitomancy- The common term for a vitomancer is a healer, their most common role is that of a surgeon, manipulating and repairing flesh and bone. They do have other abilities however, the more advanced vitomancers can make cosmetic changes to a person, be it something as simple as changing their nose or something advanced as reinforcing or changing parts of their bone structure. A vitomancer can change almost any part of your body, changing it to his will. This is not; however, a practical combat tactic as the simplest of changes require time and subtlety to apply. That said, there is a subschool of vitomancy which is colloquially referred to as “Rending.” A Render can inflict simple physical damage on enemies, doing something complex like rupturing all of their blood vessels would take an impractical amount of time and focus, but a good render can cause wounds similar to those inflicted by melee weapons.
Animation & Enervation- These two schools are intensely intertwined, but considered entirely different art forms to their practitioners. Animation, commonly called Pyromancy, is the elevation of energy. Heat is produced from elevated energy, which is why animators are often called pyromancers, because they manipulate heat, concentrating energy to increase the temperature of an object to the point of combustion is quite difficult, so they are most effective when provided with a natural source of heat to draw off of. They are not as effective in cold environments. Enervation, often called Cryomancy, is the exact opposite. They diffuse energy, slowing atoms to the point of freezing, they do not have the luxury of having convenient sources of cold to draw off of, but there job is also easier.
Necromancy- A necromancer manipulates the inherent energy of the soul. Typically the involved soul is their own. The amount of energy a necromancer can manipulate from their souls is directly proportionate to their mana pool, so while the soul contains vast stores of convertible energy, they are limited in how much they can use just like any other mage. The most well-known use for necromancy is ‘animation’ an ability that involves temporarily resurrecting a corpse, or activating a machine, with your own soul. A necromancer can also focus and attack others with their own soul energy, while this causes no physical damage, the pain inflicted is considered to be debilitating, powerful necromancers can often incapacitate others with such an attack.
Gravitation- Gravitors possess a limited form of gravity manipulation in which they focus gravity on a certain area, the “gravity-well” created has a range of effect directly proportional to the strength of the caster. Essentially what they are doing is changing the direction in which gravity pulls nearby objects and people. Powerful gravitors can create two, or even three separate points, essentially causing levitation between them, and chaos all around them. Gravitors can even achieve a limited form of flight by using a gravity-well to throw themselves upwards then releasing the magic and creating another gravity-well farther through the air, essentially allowing them to float along a chain of gravity manipulation. They can also negate gravity in limited zones, but this is essentially useless in personal flight as it provides you with no control or means of direction.
Allomancy- Also known as enchanting, amalgamancy is the integration of magic with a physical medium. An allomancer, or amalgam, essentially primes an item, which another mage can imbue with an effect. That is, however, not the only use for allomancy. Allomancers can also reinforce or fuse items with other materials, for example an allomancer with a pair of long iron daggers could blend the metals to make an iron short-sword, or an allomancer with a steel blade could reinforce it with a diamond. Allomancers can also remove impurities from a material, strengthening whatever metals they work with. They are highly sought after in industrial positions and are usually high end private metalworkers.
Aeromancy- Aeromancers can use their magic to manipulate air, they can condense atmospheric particles until they are dense enough to inflict damage, they can create small-scale vacuums, and they can create lightning bolts by positioning naturally occurring ions in the air, though the last is a very delicate practice since lightning is so hard to control. They can also fly for short durations, but the energy required to shift enough air to move an adult humanoid through the air for any extended period is ridiculous, so they usually use this ability to cushion fall-impacts instead.
Floramancy- Floramancers are very similar to vitomancers, but they effect plants instead of flesh. While plant structures can be simpler than a mortal’s, they are still complex, and so there is a limit to what a floramancer can achieve in a limited time, but do expect them to manipulate and extend roots, and grow plants at an accelerated pace. They are highly sought after for agricultural research where they alter the properties of plants to make them more suitable to varied environments, or create a larger yield, or produce a better quality crop, they have quite a few available uses.
Acoustimancy- Acoustimancers manipulate sound and vibrations. They can silence entire rooms by stretching sound waves so thin that they are imperceptible to human ears or amplify sounds so that even a small fly flying across the room can sound as if an airplane was landing in the room. Acoustimancy can also be used to change the sound itself instead of just amplifying it, some Acoustimancers can create high pitched yet deafening screams out of the air, most often for crowd control purposes, while others can create the opposite by deepening the bass of the sounds in the air to create chaos and confusion. Master Acoustimancers can make their voices sound like anything from the roar of a lion to the voice of a beautiful maiden so it is not rare to find Acoustimancy heavily used in espionage though this skill takes a lifetime to master due to the finesse of the art. Another less conventional use is to strip sounds down to their primal state as vibrations to recreate the effects of an earthquake around the caster or even blast enemies away. (Credit to Minnesota Nice)
The Unusual Magics
Thaumaturgy- The Thaumaturgists are a religious order, their unusual magic not explained by or effectively researched by science remains largely shrouded in mystery. Some of their abilities include divining the location of nearby objects and people, erecting barriers with a variety of different effects including magic negation, they can fortify their strength, speed, and other attributes. It is even rumored they can transmute objects, and possess the ability of foresight. Thaumaturgy is not something that can be learned or taught to anyone, only those born with what Thaumaturgists call “the spark” can learn. What most don’t know is that Thaumaturgists are chosen by the Towers of Heaven, from which they derive their unnatural powers.
Each city has a Circle which is comprised of Thaumaturgists, they are responsible for watching, protecting, and maintaining each city's Tower, and will give their lives to fulfill that obligation.
Alchemy- Alchemy is the science of achieving desired effects through the manipulation and combination of natural materials, such as plant and animal parts or minerals. Alchemists can reproduce some of the effects of magic, but not even close to all of them, but alchemy is useful for many things magic isn’t directly useful for.
Abyssal Contracts- An Abyssal Contract is formed between one of the Greater Demons of the Abyss, and a mortal. The price is your soul, the reward is a supernatural ability proportional in strength to the value of your soul. The contracted is known as an Infernal, because this is considered a hellish magic by most scientists. Infernals can avoid detection by Thaumaturgists, and their special abilities cannot be negated by one, thus Necromancers are more often employed as government security for their ability to detect souls, and the lack thereof.
A Contract can only be made outside of the confines of one of the Cities, otherwise the Dome would prevent contact being made with the Demon. The Demon can be summoned with a ritual, the ritual doesn’t consist of anything as cliché as blood or pentagrams, but a circle is drawn in white sand, and a special alchemical hallucinogen must be consumed to make contact.
The Dream-VIII Stanza
The Wanderer was alone as heretofore,
The beings which surrounded him were gone,
Or were at war with him; he was a mark
For blight and desolation, compassed round
With Hatred and Contention; Pain was mixed
In all which was served up to him, until,
Like to the Pontic monarch of old days,
He fed on poisons, and they had no power,
But were a kind of nutriment; he lived
Through that which had been death to many men,
And made him friends of mountains; with the stars
And the quick Spirit of the Universe
He held his dialogues: and they did teach
To him the magic of their mysteries;
To him the book of Night was opened wide,
And voices from the deep abyss revealed
A marvel and a secret. -Be it so.
I Met a Seer
I met a seer.
He held in his hands
The book of wisdom.
"Sir," I addressed him,
"Let me read."
"Child -- " he began.
"Sir," I said,
"Think not that I am a child,
For already I know much
Of that which you hold.
Then he opened the book
And held it before me. --
Strange that I should have grown so suddenly blind.
As I've mentioned above, the Books represent aspects of our world. When someone is chosen by the Library, a book manifests itself before them in the material world, if they open the book they are bound to it, if they deny it they may resume their lives without any further hindrance. Those who accept the call of the Book are known as Aspects. Most of us will initially think of them as something akin to demigods, but that is not accurate. They do not have a sphere of influence which they control, like a deity, instead they become an anthropomorphic personification of their Aspect, more like the Angel of Death and less like Hades.
Most people do not know of the Books, there are very few direct references to them in lore, but people do have legends of their wielders. Some of the most widely spread legends surround the Seer and the Wanderer, but it is hard to determine if there is any facts behind them. There are, however, some groups and entities that are aware of the existence of the Aspects, and some of them actively seek to gain the power of their books, whether for selfish purposes or “the Greater Good.”
In theory, there should be an infinite number of Books within the Library, but no one has ever been there so it is up to debate. The Library exists only in the void and it is inconceivable for even the most powerful mages to reach its doors. Aspects as powerful as Life, Death, and Fate will be off limits. Due to their nature Aspects that important are beyond containment and regulation, if you were to chain one his Calling would warp time and space through your chains, this obviously makes them too OP.
The Aspects-(Credit to Cerianis)
The job of an Aspect is to balance the aspect they represent in the mortal realm, if an Aspect uses their abilities too much, they will unbalance their element as a whole and the book will return to dormancy. Each Aspect has an uncontrollable aura as a side effect of wielding a book, each Aspect’s aura is relevant to their field, for example the Aspect of War causes conflict wherever he goes, and the Aspect of Peace resolves conflicts. There will, however, always be a balance. For every conflict War creates, Peace is somewhere resolving one and vice versa. When the Aspects lose that balance then their book will return to dormancy.
Due to their very nature, an Aspect is bound to take on the traits of his field. The Aspect of War would be an excellent tactician and commander, but he would also take on the physical effects, he would be ruthless, hardened, solitary, etc. This also makes it easier for them to learn new skills related to their aspect, magical or otherwise. Socially, aspects tend to look like loners or drifters, they don’t tend to stay in one place too long since the balance will call them elsewhere. Aspects can also start to lose a mortal perspective of the world since they become immortal, it was deemed necessary to make them so, finding new people generation after generation who were able to take up the mantle would have been much more difficult, and the balance would have suffered.
When this world was created there was only one race, and it wasn’t humans. No one knows whether that original race still lives or it was forgotten to time like so many others. Many of the races that exist today were designed for some sort of combat advantage, when the wars came to their respective ends they were simply integrated in the next society that was forged from the ashes. Some have faded all together because they lacked a viable gene pool, or the ability to reproduce, others became blended with the more populous races. Quite a few, however, retain their distinct differences in appearance, longevity, temperament, and cultural norms.
If you would like to create a race, remember that nothing is unbeatable, I encourage creativity as long as it does not become unrealistic within the setting. (i.e. a race of cute sentient ponies) You can derive inspiration from wherever you like, but make it your own, and make it fit. Most typical fantasy races apply. I won’t go into a detailed explanation of humans, elves, orcs, and dwarves unless I really need to, just don’t assume there is any natural animosity or malevolence inherent in any of the races.
Valatir: The Valatir are a race of winged people, they usually have narrow frames and are more than six feet in height, they tend to live just past one-hundred on average though the oldest have brushed the one-hundred and forties, and they excel at vitomancy. Long before the war the Valatir were a peaceful and dignified people, often reserving their intellect for higher studies and sciences. In the course of their existence their diligence contributed vast sums of knowledge to the pre-war world, but it was all in vain.
During the War the Valatir’s aerial advantage over ground troops was viciously exploited, they were forced to fight in some of the most hazardous environments and their loss of life was catastrophic to their race. A scant few thousand survived the war, in our world they would have been considered an endangered species. They might have blended with other races and faded into the lore of the world, but they didn’t, and their survival corrupted their once benevolent nature. Forced to fight to keep their people in tact the Valatir evolved into an isolated people, often keeping their families clean with arranged marriages, always at war with genetic variance. Eventually what started as necessity to protect their people became force of habit, and despite the fact that they are no longer in any danger of extinction, they still recede from most other races with contempt.
Chimera: Chimeras are amalgamations of man and animal, they were made using a now highly restricted branch of vitomancy blended with genetic engineering. Chimeras have various different aesthetic and physical enhancements depending on what manner of animal they were amalgamated with, each different one having its own pros and cons which factored into their unique military purposes.
For example, there are a variety of highly poisonous jelly fish chimeras which can apply neurotoxins and hemotoxins through little retractable needles in their fingers, and shark chimeras that can see the electromagnetic fields produced by people and machines. Originally the changes were irreversible; however, since the war some have adapted the ability to retract their animal features leaving them near human in appearance for extended periods of time.
Asura: The Asura are a misunderstood people of unknown origins. Recovered historical texts make vague references to their existence before the last Great War, but nothing concrete has been found regarding their history within society. That coupled with their appearance leaves them widely subject to prejudice by the other races, despite the fact that they are fully integrated in modern society. Asura average life spans are between those of humans and valatir, falling around the nineties, their skin pigmentation ranges from a greyish blue to a light violet hue, they have enlarged canines which sometimes protrude from their mouth, sharply pointed ears longer and more expressive than those of an elf, and their four-fingered hands end in retractable claws. Their eyes can either be pitch black or milky white, though it is not clear what causes the difference, especially since they are blind.
The Asura see with a form of acoustimantic sonar which allows them to discern in high detail the shape and position of objects based on the nature of manipulated soundwaves. There are also modern cybernetic implants which aid their sonar; while attempts have been made to implant biosynthetic retinal implants, their highly complex brain lacks an obvious route for a synthetic optic nerve to be placed. This has actually befuddled many scientists and sparked lengthy debate in the scientific community as to why they have eyes at all. Multiple hypotheses attempt to explain this, but the most popular imply that the Asura were a poorly constructed synthetic species, Asura community leaders respond to this by asking scientists to produce a properly constructed synthetic species. No comment has been made on the part of the scientific community regarding this request. (Credit to Helter Skelter)
The Hynebrook family holds a festival every year, to celebrate their victory in the Prianthan Civil War of 1,006 U.C. and the ascension of their bloodline to the throne. During this week of celebration the Annual Prianthan Entertainment Awards are also held. The awards ceremony is the grandest, most glamorous, red carpet event amongst the twelve cities, and even Queen Celes Hynebrook herself will be in attendance. No matter where you are, even if you aren’t watching it, it is likely being viewed on a monitor nearby.
This year’s ceremony has garnered particular attention, because at the last minute Queen Celes decided that she wanted to read off the names of the winning celebrities herself, but just before she could announce the winning film for this year’s Most Dramatic Introduction award, and let me assure you the competition had been intense, the Tower of Heaven standing high above Prianth’s skyline in the background erupted in flames.
~Now that you know how this is starting, I don’t want you to feel that your characters are bound to do anything regarding this story event. Rather than everyone being a direct part in the events unfolding, I’d rather focus this RP on the interactions between characters in a rapidly changing world. The plot is still very much on the table, open to change and adaptation as needed, so very little is set in stone so far.
The Map will be updated throughout the course of the RP as new Cities and Locations are added.
The One Rule
-Courtesy, Quality, Creativity.
Titles & Aliases:
Skills & Abilities: