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IC: (coming soon)
GM's Note: Please post your CSs in here please. Eventually I plan on creating a seperate thread for the CSs, and will link to your CSs from there.
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Gloomwood Academy, an elite academic center for gifted children, is about to open its doors yet again to the vast and diverse populace of Rathya. Founded by an aging man of the same name, it has produced the greatest of minds that Rathya has ever seen. It is widely believed that Gloomwood would withstand the test of time. Even when all nations have died, when man’s time has come and gone, this institute will remain standing like a gem in a sea of eternal darkness. And yet, Professor Ezekiel Gloomwood is dying.
On the eve of the Gloomwood Academy’s 121st academic year a new professor will fill in for Gloomwood as the undisputed instructor of the art of Necromancy, and as a result, a new age is at its dawn. This new chapter in the academy’s long and vibrant history is bound to be one of its darkest with the impending death of a long respected leader, a class trip into a forest named after an ancient tree spirit, and a worldwide strike that would affect the university from the inside.
Welcome to the first chapter of your lives.
Welcome to Gloomwood Academy for the Gifted.
The Story and World
" Remember our children. For they will be the baptized ones. Their waters, our blood." ---- Erik Adil (the 523rd half of the umbry'ta)
Split up into 6 Continents (Euphra, Tigris, Amas, Indus, Nil, and the Barrenland), Rathya is currently caught between the struggles of two major world powers, Xephmor and Sophya: The Xephamor-Sophya War. Spanning a total of one hundred thirty-three years, the war has managed to involve every country, nation, and civilization into a conflict that dates even before the existence of the two super powers (but that is a story for another time). At the moment, the nations are at a temporary truce following the recent Teleporter’s Strike which proved to threaten the so-called “web of life” Rathyans have glorified in song and poetry.
There are a total of an approximately seven gates that are currently under siege by a council that has decided the criteria for Rathyan education since the first university had been established by a group of magi all so long ago. These gates are found in seven territories belonging to the more well-known players in foreign affairs. These locations include the Canyons of Solange next to the Upal Desert (a location that is currently a battle ground as the Sophyans fight to defend their Seti allies); the Shadorr Mountains of Xephamor (in which the Xephamorian capital is safely nestled); the Great Tundras of Northern Icilee (where the remains of great titans have made their home); the ancient ruins of a city left behind by former inhabitants of Faelee (thought to have once traded with the now fallen Gypsonian Empire); the center of Lake Ponchachain of the Tribal Territories of Zorra, once held by what remained of the Gypsonian Empire; the cave at a bottom of a coral reef near Terrantula; and finally within an underground city near the desert of Orrlee.
It is said that the creation of these seven gates have disrupted the so-called web of life. The shamans of the tribe that protects the passageway through Solagne (aptly called the Solagne People) have criticized the UTG (United Teleporters Guild, later renamed United Teleporters Agency) for opening these gates (as they were believed to be a means to make teleportation easier to control). What resulted from these criticisms is what ultimately lead to the strike, and an all-out war between the UTA and the Council of Magi (based in Salem, the capital of Sophya). Universities, including Gloomwood Academy, play a major role in the strike since many of them employ the service of the UTG as well as employing magi from the Council of Magi as professors. Indeed, many academies have picked sides in the conflict, some banning the usage of portals (this includes summoning classes) and others deciding to erase magic from the curriculum completely. There are, however, a select few of universities choosing to remain neutral in the conflict, even go as far as to offer housings and positions to teleporters and magi allike who have chosen to remove themselves from what would soon be known as The War of the Gates. These academies were named “Haven Academies” fittingly enough.
Gloomwood Academy is one of such academies.
Founded in the year 1100AS, it is said that Gloomwood was on an expedition at the time with a team of anthropologists studying the animalistic roots of the Xephamorian culture. They were also hoping to meet some of the orr-kin (horned man-beasts who worshiped dragons) that was said to reside within the Shinjun Forest. They did not find any orr-kin, but they did find a small group of villages who did not recognize the current Emperor of Xephamor as their leader. Indeed, they worshipped the same dragons that the orr-kin revered, and answered to a tree-like spirit that protected their home. The spirit in question shared the same name as the forest it resided in. In honor of the people he met and their god, Gloomwood commissioned the Main Temple of what would eventually become Gloomwood Academy. The Xephamorian government was more than supportive of the idea, the government being composed of worshippers of the infamous son of Khron the Creator God (Xegaul) and ancestor worshippers who revere orr-kin as gods. Both religious groups have displayed an unrivaled respect for the orr-kin, and the people they have taken underneath their wing. Since the Shinju Forest was near one of orr-kin borders, the people there were believed to be thus.
The environment of Shinju is nothing less than mystical. It is widely populated with evergreens, maple trees, and camellias, some of which are specifically breed to elevate the spiritual presence that resonates in the Gloomwood Academy plaza. The largest tree found in Shinju forest, is found near the Pyrok Mountains, feed by an underground stream of water rich in minerals, is called Dashin. It is too far to be reached on foot under a day, but it is said that it can be reached by a secret tunnel that passes underneath the Shinjun River. The journey at most takes around three days. Other famous trees include the Tree of Crossroads (located on, you guessed it, a crossroad), the Hivebent Tower (named for its overbearing population of wasps) and the Mist Tree (said to be a prison for evil spirits, named for the strange mists that surround it). Through Shinju runs the Shinju River which feeds a number of lakes and small streams and ponds, some streams even run underground in between rock cavities. A single large waterfall can be found near the forests edge which leads into a tiny valley wedged between two small mountains. To the east of this valley is Mt. Hotoro, a dormant volcano that once destroyed an entire civilizatiion. Remains can still be found today in the vast jungles south of the Shinju Forest. East of the Pyrok Mts. is the orr-kin territories, dangerous by most man-kin standards. It is mostly plains and desertlands, with a couple jungles and large pleateaus. The wildlife is nothing short of frightening; ask any villager and they will recount stories of man challenging predators, dying of poison and blood loss. It isn’t to say the Shinju Forest doesn’t have its dangerous predators either.
In order to keep students from wandering off, a large invisible dome is conjured up around the Gloomwood Academy grounds. This dome cannot be passed unless one has the proper mark engraved into their flesh. All this means is, only a member of the Gloomwood alumni and staff can enter and no one else (for the most part). Students have a specific mark that prevents them from leaving during certain times of the term. The grounds are separated into four different parts; the plaza, the Pagoda, the living quarters, and the courtyard. The Pagoda consists of the docks which are located near Pagoda Pond, the shrine to an unknown spirit, and a number of graves that surrounds the shrine scattered throughout a forest grove. The main temple to the god Shinju is located within the plaza, along with the kitchens, and the mess hall. The living quarters house both students and teachers, with separate houses in terms for different schools of learning and genders (there is also a fourth house that is in construction for refugees and guests). Classes are held within the courtyard, which also includes gardens and holding pens for food and study as well as recreational activities. There’s even a dojo. Located next to the pens is a small ditch used as a stadium for sport and dueling practices. The ditch is usually closed off by a wooden wall with a reclining wall. It is forbidden to enter the ditch without the consent of a professor, and this rule has sparked many rumors of secret passageways located throughout the school. It is commonly believed that these passageways lead to the tunnels that connect the forest with the Dashin Tree.
Beyond the campus grounds is a road that leads to the village of Shinjuni (which is the original village that Gloomwood first ran into). Students sixteen and older are permitted to visit and trade with the people in this village; students twelve and older will need an older companion. The village is roughly 218 km in its area. It includes a center government house where the people meet which serves as their temple, a few family owned businesses (the most popular among students being the Auburn Tavern, students fifteen and under are banned from entering taverns unless they are working, the working age is commonly twelve years old in most countries), a plot of land owned by the ruling family which consists primarily of farmland shared between the family and the villagers (rice is among the villagers most prominent products), a small man-made stream that flows from the Shinjun River which feeds the farmland. The village remains largely unfortified, save for a few stone formations that do nothing but honor a couple tree spirits, the villagers mostly defend themselves with whatever they can lay their hands on (farming and logging tools, mostly). They will, however, gladly employ a student to stand guard in place of say, their sons and hardworking men. The villages currency is the same as the nation they reside in (which is based on the Wen system), however they are more than open to bartering so long you don’t cheat them out of the deal. Gloomwood is said to have a long standing good relation with their ruling family, pictures of him with the patriarchs over the years can be found within his room inside the Gloomwood Temple. The current patriarch of the ruling family is Yo-Jun Sin (last name is first), he also serves as the high priest for the villagers. He tends to be very stoic, when it comes to social affairs, but he does enjoy a good board game with an educated person every now and then. So far he is yet to lose, even to Gloomwood himself. He is a man of tradition who doesn’t enjoy other people’s attempts to convert him to one of the Khronic religions (the worship of the Creator god, Khron, and his sons and daughters). In fact, he doesn’t enjoy foreigners altogether, but tolerates it for Gloomwood’s sake. Young children, however, he doesn’t mind granting audience to, which is a shark contrast to what people expect in regards to his personality. Young children do not seek impose foreign ideas onto his village, and thus are kept in warm welcome. In exchange for students providing defense for his village, Sin will often provide Gloomwood with material goods for his academy (usually tools, clothing, and food). The mutual relationship between the village and the academy is an old and important one. Students who are looking into a career in diplomacy will definitely enjoy weekly visits to this cozy little village.
What sets Gloomwood apart from other schools, other than its unique location, is its open door policy stating that it will accept any student of any background regardless whether their education can be paid for or not. All it requires is a test of the child’s skills between the ages of six and nine, a written consent from a relative or guardian, and that the child and the child’s family follows all its rules and regulations to the “T”. Gloomwood Academy requires all its students to bring their own supplies. Usually this consists of a small desk and pillow, two brushes and an ink tray for writing, eighty scrolls of paper, clothes of their choosing, a change of underwear, a dark cloak, wooden sandals, a clean blanket, a bowl, eating utensils, and a small teacup. Anything else is merely optional, and may in fact additionally be required by certain instructors. Students may not expect special treatment based on their status of birth, personal beliefs, or connections within society. They are to treat all their elders with the utmost respect, including their seniors in student-hood. Any word spoken out of line will be subject to work in servitude, unless otherwise instructed by a school official.
Students all have the opportunity to join one of three schools of learning during their time at Gloomwood. For those interested in magic and the arcane studies there is the School of the Arcane Sciences. For those interested in a more spiritual side to magic there is the School of Spiritual Studies. For those itching to prove their prowess in the might of man there is the School of Humanities. Each school holds a number of subclasses, each relevant to professions or career paths that a student may wish to take.
A recent collection of sciences dedicated to explaining the natural world through study and arcane practice. It includes the studies of alchemy, teleportation, mysticism, astrology, divination, demonology, the occult studies, and arithmetic. Graduates of this school are often held in hard regard, and often become professors themselves, or otherwise join the Council of Magi, the military services, the UTG, the Soothsayer Society, the Academic Society for Alchemy and Arithmetic, the Occult Society, the Empath Agency, the World Administration for Health Services, the Necromancer’s Guild, the Society of Anthropology, and so on. Some even serve in royal positions as advisors or protectors of lords and kings. These students will be expected to learn old ways of seeing the world and maybe even invent new ways of thinking. They are the thresholds for an evolving society and culture, they are the future.
• Necromancy (taught by Professor Juevia Plum---secondary course)
• Mysticism (taught by Madame Charon---primary course)
• Alchemy (taught by Roger Borren---secondary course)
• Advanced Arithmetic (taught by Professor Arthur Infinicus---advanced course)
• Divination (taught by Madame Charon---secondary course)
• Occult Studies (taught by Professor Arthur Infinicus---primary course)
• The State of Man (taught by Professor Arthur Infinicus---advanced course)
• Orkish (taught by General Ta-Kog---secondary course)
• 1 Elective Hobby (dance, calligraphy, percussion, gardening, etc.), villagers from Shinjuni will teach this. (PLAYER POSITIONS AVAILIABLE)
(Demonology is outlawed, and Teleportation is not available for children under seventeen years of age)
A school made up of people who are more interested in the unseen world then its physical manifestation. Commonly, students of this school study shamanism, religion and philosophy, mysticism, divination, herbology, demonology tradition and ceremonial studies, and animal and temple care. Students of this school more or less move on to vocational study (which often means that they spend the remainder of their lives living in temples and monastaries). They may also perform funeral services, health services, and services of divination. If need be, a student of this school is able to cast out evil spirits and purify an area, granted they would need to spend many months under an experienced instructor. Some even serve under secret societies wishing to spread spiritualism to a certain degree. It is a dangerously misunderstood school of thought, but none-the-less important to the people of Rathya.
• Herbology and Animal Care (two separate courses, taught by Louper Fern---primary and secondary courses respectively)
• Divination (taught by Madame Charon---secondary course)
• Mysticism (taught by Madame Charon---primary course)
• Shamanism (taught by Madame Charon---advanced course)
• Intro to Vocational Studies (taught by High Priest Rodja---secondary course)
• Philosophy and Religion (taught by High Priest Rodja---primary course)
• Tea Preparation and Calligraphy (two separate courses, taught by the female head of the ruling family of Shinjuni---Yo-Jun Su---secondary and primary courses respectively)
• The Art of Diplomacy (taught by Magistrate Randa ---secondary course)
• 1 Elective Hobby (dance, calligraphy, percussion, gardening, etc.), villagers from Shinjuni will teach this. (PLAYER POSITIONS AVAILIABLE)
(Demonology is outlawed, temple care is covered in Intro to Vocational Studies)
The most basic of all the schools of study, Humanities require an understanding of the human mind and the way the world works. It deals a lot in economics, politics, psychology and philosophy. Students of this school are well grounded, and doers rather than thinkers. What they lack in magical prowess they make up for in strength and determination. They are tomorrow’s leaders.
• Political Science (taught by Magistrate Randa ---primary course)
• The Art of Diplomacy (taught by Magistrate Randa---secondary course)
• Military Strategy (taught by GeneralTa-Kog---advanced course)
• Orkish (taught by General Ta-Kog---secondary course)
• Advanced Orkish (taught by General Ta-Kog---advanced course)
• Intro to Economics (taught by Professor Tamund Rok---primary course)
• Economics (taught by Professor Tamund Rok ---secondary course)
• Avanced Economics (taught by Professor Tamund Rok ---advanced course)
• Philosophy and Religion (taught by High Priest Rodja---primary course)
• 1 Elective Hobby (dance, calligraphy, percussion, gardening, etc.), villagers from Shinjuni will teach this. (PLAYER POSITIONS AVAILIABLE)
• Intro to Arithmetic (taught by Professor Arthur Infinicus---primary course, can be skipped by students who score high on the entry tests taken during the ages of six through nine)
• Arithmetic (taught by Professor Arthur Infinicus---secondary course)
• History of Rathya (taught by Professor Juevia Plum---primary course)
• Reading and Writing I (taught by Professor Samuel Moore---primary course)
• Reading and Writing II (taught by Professor Samuel Moore---secondary course)
• Reading and Writing III (taught by Professor Samuel Moore---advanced course)
• Self Defense I (taught by General Ta-Kog---primary course)
• Self Defense II (taught by General Ta-Kog---secondary course)
• Self Defense III (taught by General Ta-Kog---advanced course)
• Esper Life, An intro to Parapsychology (taught by Professor Drossier Ark ---primary course)
• Parapsychology and Types of Extrasensory Perceptions(taught by Professor Dr ossier Ark---secondary course)
• Advanced Parapsychology (taught by Professor Drossier Ark ---advanced course)
Primary courses are taught first. Each student must have already the basic educational courses (self defense, reading and writing, History of Rathya, Esper Life, and Arithmetic if necessary) before moving on to their school of study. They are, however, permitted to sit in.
Students begin studying within their school of choice in their second year. It is during this stage of education that is most important as instructors will often pick and choose which students they’d like to privately mentor. If an instructor finds that the student does not show any interest in their studies, he or she may schedule a private meeting to discuss the pupil’s possible future in another school of study. Once a student feels comfortable within their studies, they move on to the secondary, and eventually advanced, classes. Each student will progress at their own paces.
Students who are found guilty of abusing the school system (whether through cheating or bribery), will be put in the hands of the Council of Magi, who are known for their coldness towards children. It is possible that such students will be expelled, with little choice but to return to their families (or lack thereof). Cheating is taken as a serious offense in Rathya.
The World Powers
As previously explained, the two most important world powers would be Sophya and Xephamor. Other important players in the game of war include the Seven Nations of Kilt, Terrantula (and the Terrantulan Island Chain), the Tribal Territories of Zorra, the Sovereign Nation of Faelee, Orrlee, and Ural.
Sophya---- Also known as the Nation of the Pyr. Sophya is located in the midst of a vast desert and is known for its hot desert climate, as well as its religious zealots. Its capital, Salem (located in the middle of a great oasis), has been a place for political dealings for centuries. Currently the
• Lead Religion ---- Sulism.
• Enemies ---- Icilee, Orrlee and Xephamor.
• Allies ---- Faelee and Gaul.
• Location ---- Between the Tribal Territories of Zorra and Faelee, in the midst of the Upal Desert with the territory of Solagne to the west.
Sophya, perhaps the largest of all world powers, with an impressive empire of colonies throughout the sacred ring of land masses surrounding the Hairetic Ocean. It is believed that it was once an ancient king’s dream to conquer this ring, nicknamed the Khronic Circle or Sphere. It is also within this ring that the Sophyans have established the superiority of their sect of the Khronic religion, dubbed Sulism after the servants of the god Pyrus (god of Rathya’s main source of light, the Pyrus star). The government of Sophya is a non-sovereign monarchy, in which the government is overseen by a council rather than the current monarch (who answers to the council, The Order of Pyr). The Order of Pyr, like many orders behind them, is a religious cult dedicated to the laws upheld by Gypsonian clerics a millennia ago that warn against a dark day where Rathya will no longer enjoy the heat of Pyrus (called Helos by the Gypsonians). These laws have been heavily modified to fit the Order’s needs, but otherwise retain the basic principles what is known as Pyrus’s Laws. It is purely superstitious in nature, addressing man’s duty to the Khronic Lords or Gods who control the mechanics of the universe and, inherently, the world. The Kings role is to execute and enforce the laws in ways that suit the needs of his countrymen, while the Order simply interprets them as judges. If the Order, however, disagrees with the way a king runs his country, they have the authority to denounce him in favor of another house, and the people will follow them. Similarly a king may execute or relieve a member of the Order should he view them as a threat. As a result, there is an obvious rift growing between church and state, as now that the world is at war the dynasty of King Suliman of the House of Sodom has found it fit to warp the laws into a more totalitarian state of being. Still, the need to keep the temper of the Order at bay still exists, as many of them serve as medics or clerics on the battlefield, and the people are beginning to grow discontent with the state of the War.
Appearance-wise, Sophyans are ethnically dark skinned with shades ranging from a medium variation of olive to a deepest chocolate. The hair is commonly integrated shades of brown imbued into thick mops of hair. Nomadic tribes of territories held by Sophya tend to migrate north for trade. As a result, many ethnical qualities of Sophya can be found in places within Kilt or Zorra.
Xephamor---- Also known as the Nation of the Holy Eye. Xephamor is located in the midst of volcanic mountains and is known for its barren environment, as well its mysterious past. Its capital, Umbry (located in the center of a dormant volcano), has been a place of ancient secrets for centuries and still is.
• Lead Religion ---- Xelism.
• Former Enemies ---- Sophya and Faelee.
• Allies ---- Orlee and Icilee.
• Location ---- North of Orlee and Terrantula and south of Icilee and Ural, in the midst of the Shadorr Mountains.
By extension, Xephamor, the other great world power, can also be considered a product of Sophyan might. Ancient texts speak of a land where people worship and revere a race of green-skinned people and their dragon goddess, in a land east of the Hairetic Ocean. In the year 413AS, a group of cultists, calling themselves Xephamorians in honor of their patron god, set sail across the Hairetic in search of a land where they could freely practice their new religion in peace. As the story goes, Buur Xel of the House of Nebekan (the founder of the new religion) had disagreements regarding the son of Khron and his role in the ancient Sulist myth of creation. In response, the primitive Order had banished him to the expanse of the Upal Desert where he wandered until he was captured by a clan of the Seti Tribe (enemies of Sophya at the time). It is believed that these were among the first Xephamorians.
It is unclear what the people who lived in modern Xephamor at the time called themselves. According to Orkish records, the people they have enslaved along the Pyrok Mountains called themselves Minzu, and effectively called the land in which they lived in Chungku. They are similar to the green faced Orr-kin in their ficial features and they a similar yellowish tint to their skin. The common conclusion was that these people were beings from another world, and the Xephamorians would attempt to mingle with them, as well as liberate them from any sort of captivity. From this, the modern nation of Xephamor would eventually be born, and although the early Xephamorian settlers would often wage war against the Orr-kin, they would soon form one of the strongest alliances known to man.
The Xephamorian nation is a combination of Khronic faith, orkish technology, and Minzu culture. Ethnically the physical attributes are a combination of Seti and Minzu, leading many people to mistaken them for the people of the neighboring Terrantulan peninsula. Their governmental structure is similar to the Sophyan government except their emperor is more of a religious figure than a person with any real power. In stark contrast, the emperor answers to the needs of a delegation of lords who own their own pieces of land roughly divided throughout the lands of Xephamor. Also unlike the Sophyan government, religion is treated a lot more loosely under the current emperor. In general, the Xephamorian culture expresses appreciation for religious freedom, largely criticizing their Sophyan cousins for their abuse of other cultures.
Icilee---- Also known as the Nation of Snow. Icilee is located in the midst of the largest glacier in Artic Rathya and the North Sea and is known for its extravagant aristocracy as well as its elaborate trade system. Its capital, Cyrko (which is located off the shores of the North Sea), has been a center for wealth and trade for centuries.
• Lead Religion ---- Xelism.
• Enemies ---- Gaul and Ural
• Allies ---- Xephamor.
• Location ---- To the West of Upal and North of Xephamor, in the midst of the Gigaici.
The third and perhaps most mysterious world powerhouse is Icilee of the Seven Nations of Kilt. Affectionately called “The Devil’s Nation” by the priests of The Order of Pyr, Icilee has had a history shrouded in myth. Not even its six cousins know the full story behind this icy prison’s rise to power. Every single one of the other six seem to agree, however, that Icilee is clearly a menace. Located in the Euphra Continent, its geography mainly consists of tundra plains, forests, and mountains. Its capital city (Cyrko) rests on the Tobolt Strait seperating it from the Tigris Continent. The strategic location of its capital allows this bustling city of wealth to become a world center for economic exchange and perhaps one of the most important cities in Rathya. Unfortunately it also attracts many pirates bandits, and criminals of other sorts. Greedy men set up shop within city streets with the intention of stealing as much money as they can from foolish youth looking for adventure. There is an old saying, “The Dragon of Ice is the greediest of its sisters; it does not devour man’s love or future or food, but man’s money. Money is the master of all those other things.” Similar, many find that Icilee is the only country where a peasant man can live like a king. Icilee is literally a double negative; it is also Xephamor’s fondest ally.
Passing through Cyrko’s gates is the infamous Yellow Road (possibly named with the theme of gold in mind). This road carries on it millions of carts of silk, as well as cultural ideas and art. A large number of Icileean culture is influenced by Xephamor and vice versa. For Sophya, the special bond between Icilee and Xephamor is nothing short of terrifying. Nothing is more horrifying than to have scorching hot deserts be turned into a frozen wasteland. Combined with the fire magic of the Orr-kin, there is clearly a recipe for disaster in engaging the Icilee for war. Thankfully, however, the icy nation is more than comfortable with merely funding their ally’s side of the war with the riches earned from their cultural exchange empire. Meanwhile, Gaul, Icilee’s most prominent rival to the west, had opted to fund Sophya to compensate for Xephamor’s “unfair” advantage.
With the exception of Faelee and Terrantula, and three of the Seven Nations of Kilt the entirety of Rathya has been thrown into the thresholds of a world-wide war for about 130 years and counting, with Xephamor and Sophya being at the forefronts of the devastating conflict.
Icilee and the Seven Nations of Kilt:
Usually all seven nation is ruled by at least one king and/or queen, although it is possible for different regions to have different queens and/or kings. These kings and/or queens meet annually at a conference in the capital city of Vitulee in order to solve territorial problems, economic problems, renew/write peace treaties/ declare war, or getting nothing done whatsoever. Nobles and middle class citizens have the power to sit on the royal court of their appropriate nation, and speak at these conferences for the sake of their king and/or queen if the need comes up, although other nations usually see this as a weakness. People in this region are generally fair skinned, with varying hair and eye colors. Besides Icilee, Gaul, and Vitulee, the other four nations are listed as Iberia, Saxon, Boihaem, and Krust.
Each nation only differs by tradition, but all of them share a secular faith where worship of the twin moons and spirits of the wild is common, and Diana is referred to as the First Queen. Many Kiltic poetry focuses on the complicated love life between Xegaul (renamed Obram) and Diana (renamed Mab), with Xegaul being portrayed as a banished king madly in love with his first love and maiden, Diana. In contrast, Diana is portrayed as a clever vixen who constantly escapes her husband's ploys in favor lusting after her son, Rathor. Khron (renamed Ygrisal) is also portrayed as an old man who weeps for the fate of his children and the universe he had created. These poems are known as the Epics of Geleac (named for the man who compiled the series of short poems, a priest and a philosopher), and was meant to be a comment on Sophya's conquest of the Khronic Sphere until the animistic tribes of Kilt took it for its literal meaning, acquiring it as their own religion. Like in the Gypsy faith, they believe in Sprites, although according to Galeac, sprites are merely the bastard children of Diana and Rathor. The sprites have their own king and queen (Gwyn and Cyndalyn), and a dark court made up of sprites who have been corrupted by the jealous Xegaul, their king being known as Gwythr. Much like their elders, these sprites of myth have a similar love triangle blossoming between their kings, and it can only be described as a physical representation of how the people of Kilt view politics in general; as a complicated love affair. And it is this belief that carries on into their own politics.
As a whole, excluding Icilee, the Seven Nations of Kilt fear the Orr-kin Country, particularly the nations of Iberia, Saxon, and Krust which resides to the far west of the Euphranian Continent. Iberia in particular rests on the western coast, next to the Uralian Sea. Iberia has had a history of raids from the Khannites and the Orr-kin combined; entire cities are heavily fortified with Iberia and Saxon sharing a common heritage in the art of defense. The two nation's legions are known to outsiders only as the White Stag and Iron Hawk (Saxon and Iberian respectively), on the other hand Krust has no army to speak of, due to an enhanced focus on trade with the Sophyan Empire to the south. The nation of Boihaem to the east of Saxon and Krust, and to the west of Gaul, have declared themselves completely removed from the conflict, along with their sister nation Vitulee, which makes up an island that stands between Gaul and Icilee. Both Boihaem and Vitulee have their own armies, referred to as "Peacekeepers". These armies serve as mediators between the Gaul/Icilee conflict, and more importantly guardsman for hire by ambassadors and delegates. The are also dedicated to protecting the lands of Zorra from outside influence, since both nations have a history of good tidings with the tribal communities. In return for their protection, the tribes of Zorra do trade and provide food for starving guardsman. Perhaps the most famous route of trade between Boihaem and Zorra is the Alberta Way, named after the queen of Boihaem at the time it was built.
The Alberta Way is currently used to transport supplies to Sophyan Outposts among the Solagne Canyon. Although lately envoys have reported attcks by pro-Khannite bandits who have mistakened them for Icileeans. There is also the threat of Orr-kin seeking to retake the lands of Solagne. Peacemakers and Sophyan soldiers alike are often seen patroling any sort of road passing through the Tribal Territories of Zorra, along with the area on the western edge of the Sophyan Empire. A wall is currently in the process of being built, inspired by the forethought of Terrantula in the past.
• Lead Religion ---- Khannite Faith
• Enemies ---- Icilee, Xephamor, and Orr-kin
• Allies ---- N/A
• Location ---- North of Xephamor and west of Icilee, in the midst of the Great Bozkir
Commonly referred to as “Barbaric Country”. The common consensus in the world of Rathya is that the people of Ural are good-for-nothing thieves, mostly because pirates tend to trace their heritage to the lands of Ural. It is an unfortunate claim since the people of Urals are a simple and appreciative folk, who have cultivated their wealth from herding and fur trade. They often refer to themselves as “Khannites”, and their leaders are nobility who call themselves the “Khans”, representatives of the Khannite patron god Khanidishka, the dragon of the eastern wind. Currently they are at war with the nations of Xephamor and Icilee over the esteemed Yellow Road that passes what they claim to be their land. Furthermore, tribal leaders are angry with the two nations for siding with the Orks, and have declared them enemies of the fellow man. It is widely believed that this is the reason for the sudden rise in pillaging among the many trade routes in the eastern half of Rathya, but the western nations in particular have found themselves rooting for this rise in criminal activity with hopes that this would put the war in their favor. If the Khannites are indeed to blame, it only gives them more reason to seek a treaty.
Tribal Territories of Zorra:
• Lead Religion ---- Animistic
• Enemies ---- Sophya and Kilt
• Allies ---- the tribes of Sophya and Faelee
• Location ---- Between Sophya and the Seven Nations of Kilt, in the midst of the Plethora Mountains.
Not particularly a nation in the average sense of the word, it is a still a land claimed by a majority of the Seven Nations of Kilt and Sophya, and has not yet been granted independence. Most of the natives have developed a prominent reddish tint to their skin, perhaps due to their ancestry being traced to the Ural region. They are animistic in their religion, with many of their gods being carved into totems that are up to two stories tall. It is in this area where the shamans ruled at least until the Kilts begun to settle from the north and Sophyans from the south. As of present time it is a land of revolution, with both sides conversing with one another in hopes of finding a solution so they can still get their coveted metals and have peace as well.
Faelee---- Also known as the Fair Nation. Faelee is located in the midst of a rainforest and is known for its beautiful scenery as well as its many ruins. Its capital, Chimaera (which is located in the heart of a great rainforest), has been a center for archeological discoveries for centuries. Currently is following a policy of isolationism.
• Lead Relgion ---- The Gypsy Faith.
• Enemies ---- Orrlee and Xephamor.
• Allies ---- Terrantula.
• Location ---- South of Sophya, in the midst of the Sabuda Rainforest.
Originally a land fought over by both Sophya and Xephamor, until both nations decided to agree to hand sovereignty over to the so called “Gypsy Tribes”, Faelee is a land cultivated by the cultural diversity of over a hundred different tribes with each owning their own regional piece of land and government. Much like the Seven Nations of Kilt, the chieftains of the tribes of Faelee also choose to meet each year to discuss political and economic regulations and needs. Unfortunately, Faelee tends to be more divided, until a central government can be established that is. Currently, the only country Faelee is willing to accept aid from is Terrantula to the east. In regards to the war, Faelee is following a strict code of neutrality, although it is still willing to trade raw materials for goods that it otherwise does not have access to.
Terrantula---- Also known as the Nation of Ships and Agriculture. Terrantula is located in the midst of fertile plains and is known for its famous sailors. Its capital, Barnett (which is located near a river), has been a center for agriculture for centuries. Currently the nation is attempting to block off any advances by the Orks to the north by the use of a Great Stone Wall. So far the Far Eastern edge has been greatly weakened, and is expecting reinforcements.
• Lead Religion ---- The Gypsy Faith.
• Enemies ---- Orrlee.
• Allies ---- Faelee
• Location ---- South of Xephamor and West of Orlee, and in the midst of the Obfyte Jungle.
A prominently peaceful place where people are said to live in harmony with the waters. The people regard the two moons as two gods worthy of their complete and utter devotion; along with the goddess Tenhu, referred to as the eastern version of the Khronic goddess of life, Diana. They are famous for their seafood, and oceanic navigators. As the saying goes, “Good fortune goes with a Terrantulian”. It is widely believed that if Terrantula enters the war, the side that they ally with would most definitely win on a coastal front. Their leader is an old, hardened emperor, who commands a union of twelve tribes. He currently belongs to the Sang Dynasty, a dynasty famous for fending off the Orr-kin at the southern edge of the Pyrok Mountains with a great and massive wall. The have a special place in their hearts for the youthful nation of Faelee, as they are valuable trade partners and nearly brothers to the tribes of Terrantula. Other than the Orr-kin, they also have made enemies out of the Khannites to the north, who have begun halting their trade with their pirating and such. The Faeleeans in particular are downright terrified, crying out for a truce upon the waters. With trade between neutral nations being endangered, the Terrantulans have began to draw up a treaty with the Khannite Pirates, which they are prepared to present at a delegation meeting come hell or high water. If the treaty fails, the Terrantulans are prepared to go to war, with hopes that the Xephamorians will join them in combating the Khannites.
History of the War
To understand the war, first you must understand the beginnings of the world itself. Most religions of Rathya agree that the Orr-kin have existed thousands of year before the Man-kin began walking. So while the Man-kin were divided into hunter-gatherer tribes, the Orr-kin had already risen up grand cities, imbued with untold magic and treasures that can be said to be related to another universe altogether. In this world, dragons were said to exist, and were treated as gods. They had in fact ruled even before the Orr-kin and were among the "first creations of the gods", the original "people" gifted with magic and intelligent thought. The dragons have since destroyed much of the world that was created for them, and used their abilities to create their own servants in the form of Orr-kin, who in turn created slaves of Man-kin and other creatures found in Rathya. This is the origin of the Orr-kin lore, and the introduction of Man-kin as the Ork's mortal enemy. According to ancient lore the gods, in response to the dragons' betrayal, gave their gift to a different race, the Man-kin, appearing to them as spirits of the animals that they had hunted. Man had began to observe their masters in an intelligent sense, and began forming plans to free themselves from activity. The earliest example of Man liberating themselves from slavery, are the Babilo people, named for a region believed to have originated in central Faelee. These people are believed to have built the first settlements of Man, following along the Tohican River. These settlements still exist today, but only in ruin. The people are said to have stolen Orr-kin technology to help build their primitive societies, but ultimately their lack of knowledge regarding the powers they were using proved to be their downfall, and their cities fell to ruin. A hundred years or so passed, and another group of Man-kin who had freed themselves from Orr-kin captors happened along the Tohican area. They named themselves promptly after their glorious champion: Gobek. These people would eventually become the great and mighty: Gypsonian Empire.
Gobek's son, Topi, had discovered the Orr-kin technology left behind the previous inhabitants of the Tohican River. Unlike them, however, he proceeded with the utmost caution, and gathered a council of wise men to decide what to do with the dangerous technology. To destroy, or to reverse engineer was the question, and although they were still using stone and bricks, the people of Gobek would see to it that they slowly created a means to put an end to the Orr-kin threat or otherwise make themselves something to be feared. Scouts were sent out annually, mostly to do trade with other tribes that might have existed around the area, archeological evidence of these trades still exist to the present day, but they also wanted to know the status of the Orr-kin Empire that had cultivated throughout the entirety of Rathya. They discovered that to the north, another tribe has managed to liberate themselves from Orr-kin enslavement, collectively calling themselves "The Chosen" or "Nikhar". To other tribes they were simply known as the "People of Solagne". They explained to Topi's delegates that the spiders that resided in the canyons they made their home had saved them, as if sent by a god. The god was later named Khron or "The Chronicler" by the people of Gobek, for it was long believed that he and his servants were always watching and writing down the deeds of man. Reportedly Topi had meditated inside one of the hidden caverns within the canyons of Solagne, surrounded by hundreds of tiny spiders and their eggs. What he later wrote down was preserved by the people of the Solagne for hundreds of years, and shared among the people of Gobek for centuries. Topi wrote of a legendary city which he called Gypsonia. It was to be a utopia, and sit among the clouds and all the gods as a shining jewel of man. Not surprisingly, the vision had never actually been fulfilled during Topi's lifetime, but one of his six son's Sero would eventually establish a city with the name Gypsonia in the middle of an Oaisis found off the south eastern edge of the Upal Desert. Sero also declared himself chieftain of the Gobek people, and eventually...King. King Sero introduced a lot of important staples of Gypsonian culture, most important being the worship of Khron who doubled as a creator god and judge of all of the souls of Man. He also put emphasis on the Orr-kin race as some sort of devils bent on baptising the world in fire, blindly serving their queen The Mother Dragon. To explain the eternal stuggle between Orr-kin and Man-kin, Sero famous pointed to Rathya's two moons on a clear day and exclaimed "Look! Twin moons forever locked in combat. Look how they dance! This is the destiny of Ork and Man." Said speech occured before a raid on a heavily defended Orr-kin city, which reportedly fell at the "sound of the Heavens in the form of horns". Coincidently the legendary horns were also said to be crafted from dragon horns, although this was never confirmed. The Orr-kins did in fact own animals that were similar to the dragons described in legend and myth, the only difference being they could not fly. But they did breath fire and have long bodies and horns. They were mostly used as warbeasts, and wore heavy iron armor. Some species of these beasts still exists in certain portions of the Upal Desert.
For all extensive purposes, the Gypsonian Empire really was as mighty and vibrant as it is in Sophyan legends. For one thing, the tribes of Man were truly all united underneath this vast Empire, which is said to have stretched all the way to Vitulee to the north and the Terrantulan Island chain to the south at its zenith. They also created many of the trade routes still used today (albit some of the major roads have already fallen victim to the elements). The current currency used by the Sophyan Empire (the talor) was, in fact, first created by the Gypsonians as a substitute for bartering. To keep record of trade, religion and laws, the writing system that is used by the majority of man (named the Khronic system after the Chronicler himself) was created, although it has evolved exponentially from the days of clay tablets and chiseling. Many remains of Gypsonian fortresses can still be found throughout the Upal Desert, and are sites of many Architectural Expeditions. More than half of these areas of interest are rumored to be cursed by the ghosts of the past. Overall, the days of the Gypsonian Empire (lasting from 1 AG - 4642 AG) is shrouded in myth, but from what archeologists can comprehend the people of Ancient Gypsonia had indeed been successful in completely erradicating the Western Orks from the face of Rathya, leading their Eastern Cousins to remain hidden in the eastern edge of the world, making up stories of a fearsome god-like people to the west who smite their enemies with the might of Rathor, the "Lord of Man". The Orr-kin have a song which retells of a day when the sky had grown dark and a army of Man-kin ships could be seen on the horizon, when suddenly the seas grew violent and it appeared as though a great beast had swallowed Man up from below. Chronologically, the fall of the Gypsonian Empire would come a few years afterwards, starting with the division of Providences into seperate states, and then the riots. It is believed the breakup of the Gypsonian Empire was caused by a combination of tyranny inside the royal court, as well as the fact that it had spread itself too thin. Bandits from the north east had also given the Gypsonians grief for some time, and their raids had greatly weakened trade between Gypsonian cities. One of the last Gypsonian triumphs was the invention of teleportation, which the Gypsonians had hoped they would use to save their empire. Unfortunately it was only developed in the form of theory, and was based on the assumption that the universe existed in the form of a vast and complicated web where every little thing was connected in some shape or form. The scrolls were managed to be safely tucked away inside an ancient library before the capital city of Gypsonia was sacked by a group of nomadic bandits who called themselves the "Seti", self-proclaimed advocates of the sand worm god Ndidi.
Thus began the Age of Annerun, an age where the sand god was upheld on a pedestal and declared the one true god. Khron had been cast aside for a worm, and Khron's followers had fled back to the canyon where they had set up temple. The reign of the Annerun was said to be a tyrant one. And although many tribes protested against the greed and tyranny of the Seti, they still feared the Sand Worm beasts that they rode upon. The Annerun were always known to destroy entire cities with a flick of their long sandy tails. The idea that man can use them to establish their rule was unfathomable. But the Seti felt that an empire was their birthright, for they lowned the Upal Desert; not the Gypsonians, not the Nikhar, and most definitely not the Orr-kin. Unless another man could prove that they too can control the sand beasts, the Set King was determined to keep his rule.
The Age of Annerun lasted a total of 283 years, and is famed for being the shortest lived Empire in the history of Man-kin.
But it was also a darkest.
A Majority of the Upal Desert was illiterate. The people of Solagne still taught their young to read, while others resorted to reading Gypsonian text in secret. and the Gypsonians have all but vanished. They had mostly forgotton...about the dream of a utopia, the threat of the Orr-kin, the theory of teleportation, they all had forgotten. Bartering had once again become the method of trade, although some still kept their talors and their silver pieces. All Gypsonian texts have been burned, and the library had become a mere legend, buried by the sand. The Seti hated the Gypsonians because they were not of the Upal Desert, they came out of a rainforest. To the Seti, the Gypsonians were spoiled, and knew nothing of hardship, and their beliefs were merely proof of this. They also felt betrayed by the people of Solagne who, being born in cliffs and mountains, should know the pain that is life. Yet the Nikhar still spoke highly of Gypsonia, like it was their baby. The Seti were angry, but did not act on their anger, for the people of Solagne were still their brethren.
To the north, a new culture was blossoming, a people who called themselves "The Kilts". They were a union of many northern tribes, who have divided themselves into thirteen separate kingdoms. Fearing that they meant to expand themselves to their borders, the Seti declared war on these mystery people, and the Attim Wars began (named after the king who signed the war declaration). The war lasted 55 years, and was devastating on the Kiltic front. They ended up signing a treaty where they had to pay tribute to the sand worm god annually, and serve the king whenever he called for their aide. The king was officially greater than the thirteen kingdoms, a god in his own right. It seemed as if the Age of Annerun would last forever, as they continued to take land and steal profits. Eventually the Khannites from the land of Ural will rise to the challenge. The Wyrm War, as it was called, is a war still sung of in Khannite hymns. The Khannites laid siege to Seti fortresses along the east coast of the Continent of Nil, not only with the promise of gold in mind, but glory as well. The Seti Empire was told of in the east as a foolish empire built on the boundaries of gold and silver, and its sand beasts were merely legendary. Khannite youth shared the same dream of defeating the sand beasts, and the men who claimed to have tamed them. The battle eventually was restricted to the seas, with sinks on both sides being sunk to deep waters. At the same time the tribes of the Continent of Nil met together to discuss a way to put an end to the Age of Annerun and restore the Upal Desert to its former glory. It was believed that the Lost Library of Gypsonia would hold the answers that the tribal leaders needed, the only problem was...no one knew how to read the ancient language. Only the people of Solagne could be of some help, but they were still hiding out within the canyons. A group of adventurers, bravely calling themselves the New Gypsonians, ventured out into the canyons with the intention of meeting with the Nikhar leaders. They were welcomed graciously, particularly since they brought news of a suffering Seti Empire. After sharing what they knew of the outside world, both parties plotted out a course to find the ancient library. It was last reported to have been seen North of the bank of the Hora River (which runs northwest of the Song River, which has been the main source of water for the Seti Empire, formerly the Gypsonian Empire.). This portion of the Upal Desert was said to have been cursed by the same scholars who hid the scrolls detailing the theory of teleportation. Anyone who attempted to go near the area was said to be swept up by a cold wind, never to be seen or heard of again. Only the Annerun were known to have braved and survived a journey to the library thus far, as evident by their many tunnels. Yet only the Seti were known to have tamed them.
Thus, the Solagne people and the New Gypsonians hatched a plot to attempt to tame the Annerun, specifically the legendary Annerun King, the Kgosi. While attaining a means to transport themselves to the library, they'd also be one-upping the current king of the Seti Empire. It was a win-win situation. First thing was first, they needed to know the Seti's secrets. To do this, the alliance sent a company of spies into a remote Seti outpost with the simple mission of convincing a Seti elder that they were Seti themselves, and needed to take their rite of passage. The company composed of youngsters, ages thirteen and fourteen, accompanied by a separate group passing as their individual guardians. The charade was successful, and they were led to a remote area where the Annerun were said to nest. The children specifically said they wanted to tame the biggest Annerun the elders could find, the Kgosi.
Needless to say, the Seti were shocked, borderline terrified when they saw the King of all Annerun be ridden by what remained of the Gypsonian Empire. Out of respect, the reigns of rule was handed over to the youngest of the group, a twelve-year-old named Shiat. Due to being so young, the first four years of Shiat's reign was overseen by his guardian, a man named Fakir. Fakir renamed the Seti Empire in the name of Sophya, a cult goddess that the New Gypsonians worshipped as the goddess of wisdom and light. They carried with them they sacred flame of Pyr, which was believed at the time to be the very flame to fuel the ancient Gypsonian's technology. According to their legends, Sophya had protected the flame and kept the beast which produced it in line for thousands and millions of years. It is still kept within the Sanctum of the Goddess to this day. Falkir made peace with the Seti, and created a system where they could live their separate lives in worship of their gods. The Sophyan Empire would not attempt to convert them, and vice versa. They were to do regular trade with each other, and provide for each others needs. If one were to be attacked, the other would be expected to rush to their defense. Thus, the Fakir System was born, a system that is currently threatened to ruin.
The Shiat Dynasty (or Fakir Dynasty, depending on the historian), was a shaky one. Many people would not accept the rule of Shiat, claiming that Fakir was the one truly leading the Sophyan people, and that he was a tyrant and a thief. Many Seti felt that under the rule of their new allies, they were being treated unfairly. For example, the water supply was historically less in Set lands than in Sophyan lands. However, many Sophyans felt that the Seti were justly being punished for their past sins. The relationship of present day Seti And Sophyans are unchanged from the past, although recently there has been attempts to quell any disagreements between the two parties. The Solagne People act as mediators, a very welcomed people among both sides, and very hospitable to foreigners in need of sanctuary. The Solagne is also partially responsible for influencing the slow rebuilding process of what remained of the Babilo People. While they did still exist, they existed in "pockets", small tribes spread through the area in their own secret caverns. They worshiped the spirits of the rainforest, called fey in their tongue (the origin of the word "Faelee", or Land of the Fair). It is believed that the spirits were their main providers, showing them how to build homes and find food as well as escape the shadows that lingered about. Eventually one group united with another, and a grand kingdom was formed which still exist to this day in the form of the present day Apiachan Tribe. Apian Society was rich with regality, with many of its wealth stemming from the gold that can be found in the mountains surrounding it (thus leading to the nickname, "The Golden Tribe"). The ancient city of Upoch (renamed Chimaera), still serves as the capital city of Faelee, and the ancient palace of the Apian king serves as the meeting place for all of the tribes of Faelee, and in some cases all the nations of the world. So far, all the nations of Rathya have met underneath its roof at least twice in ancient history. The chieftains of Faelee pray daily that the next time the nations meet would be the last.
The grudge that the Orr-kin hold against the Man-kin is stronger than any hostilities between the nations of man. When the eastern Orr-kin nation heard of their brothers' extinction, they began preparations for assault, waiting for the continent of Nil to reach an era of peace before striking. Such an era came with the formation of the Sophyan Empire. Records of the first wave of Orr-kin attack are currently recorded in the Library of Cyrko, remarkably there is a much better description of what has often been described as the First Great War (or simply the Kiltic Wars). Details of the record in any Sophyan library is few and far between. It was mainly a war fought by the Kiltic Nations, but a war that never-the-less threatened to eventually endanger the Sophyan Empire. The Kiltic Nations were historically made up of thirteen kingdoms, but only seven of those thirteen survive to this day. It is assumed that the other six fell into obscurity, when the Orr-kin wave of warriors trekked through the northern continents in an effort to reach the Continent of Nil. The beasts they used to scale the mountains were gigantic, terrible beasts that breathed fire and crushed many a soldier underneath (it must be noted that these monsters can still be found in the Mountains of Kilt if you know where to look). The army was lead by the fearsome and legendary Thogg the Crusher, who carried with him the hammer of ancient Orks who have fell to the sword of the Gypsonian Empire. While a steadfast opponent, Thogg's crusade against the remnants of the Gypsonian Empire is presently seen as misguided and flawed. Many Orr-kin suffered underneath his rule, and their hold over the eastern continents dwindled and fell to the ancient Khannite Empire. This had in turn, lead to the eastern wars between Ural and Terrantula, before a group of Seti travelers settled into what eventually became Xephamor, and made peace with the Orr-kin hiding there.
The rest, as they say, is history. While many chalk up the Sophyan hatred of Xephamor to past discrimination against the Seti, there are those that simply believe that Sophya fears another crusade. The Hairetic Ocean, and the Canyons of Solagne may protect, but they are nearly defenseless on the western coast. So far, a group of whirlpools have kept the Orr-kin from crossing over (nevermind their lack of skill regarding sea navigation). The idea is that if somehow, the Orr-kin could brave the terrible storms of the western sea, they could very well lay siege to the Seti residing on the western coast, or better yet convince them to ally themselves with the Orkish cause. The Solagne people exist as a buffer, both between the western coast, and the allegiance of the Seti, it is common knowledge that some ties exist between the Xephamorians and the Seti, and the Solagne do whatever they can to discontinue those ties. If the two powers united, then surely the Sophyan Empire would fall.
Sulism---- A religion full of self-righteous priests and priestesses who pledge their faith to a goddess of the Pyr (their sun). Their beliefs have a pretty clear description of "evil", leading them to condemn thieves, murderers, and practitioners of the black arts. According to their teachings it is their duty to free Rathya of the "evil" that pollutes it (AKA wipe it out, but they don't say that). Those who are "pure" are allowed to enter paradise. This is possibly one of Sophya's reasons for their onslaught of the Orks. The Orks were basically barbarians and practitioners of the black arts in Sulists eyes. If a person is said to have "redeeming qualities" such people are put on trial, and if the goddess finds them "worthy" they will take on the veil of the priest/priestess and will be trained to tend to the temples and teach the novices. That's another way Sulist priests/priestesses come about, sometimes people just hand their kids over to a Sulist temple thinking that it'll gain them favor in the eyes of the goddess. Sulists tend to have a large impact in law, a lot of them sitting on the Order of Pyr. As a result, most Sulist priests/priestesses are feared throughout Sophya. A priestess often covers everything from head to toe in white, only showing their eyes. Like the priestess, a male priest also wears white, concealing clothing, but they are allowed to show their face. They just have to wear some kind of covering on their head. Usually its just a white cloth or something. High-ranking priests and priestesses tend to have golden weaving in their clothes. They also tend to wear lots of jewelry. Just keep in mind that neither sex are allowed to pierce their skin. Sulists have a whole "purity" thing going on. Their chief goddess is Sophya, a wise goddess who lives in the Pyr (which is said to be some sort of demon smiting beast who burns people alive if they are impure and try to touch him, in fact he burns people alive anyways). Her servants are the Sul, beings made completely out of light. Sulists also don't believe in the whole "twin moons are fighting thing". Their version of it claims that they are just two spirits "dancing eternally" and that any disruption of that dance will raise the seas and plunge the world into chaos. Technically they are right.
Xelism---- Also known as "The Complete Opposite of Sulism". While Sulists pursue wisdom, Xelists pursue knowledge. They are also WAY more open minded than Sulists, and often consider evil a "necessity". They simply don’t look people down if they screwed up their lives, and often side with the underdogs and vile. Their traditional dress tends to be slightly more revealing than Sulist dress. For one thing it is not uncommon for a Bludist priest to be shirtless. Also, Xelists priests and priestesses tend to keep themselves blindfolded. According to Xelist teachings it is in fact a blessing for one to be blind, they believe in this thing called the “Third Eye”, something that almost everyone has but they’re too busy using their normal two eyes to notice. Because of this Xelists are often referred to as the first psychics. They were also the first alchemists, often dwelling into the dark arts and creating monstrosities that would make a Sulist hurl. The first Xelists used to be Sulists in all actuality, but certain disagreements (mainly revolving around the Orr-kin) lead to the Great Schism, and both parties just split apart, going their own way. They borrowed a lot of their beliefs from the Orr-kin they traveled with (these guys will eventually create Xephamor by the way), such as the tale of the twin moons and their eternal struggle. They also developed their codes concerning battle and war. One of the ways a person can become a priest involves fighting while blinded. Blood rituals are another thing they borrowed from Orr-kin culture. A lot of these rituals are….disturbing in nature, some even involve one drinking their own blood. Their chief god is Xegaul, the God of Chaos and Holy Eye. Legend has it that Xegaul is the son of the creator god (Khron), and was allowed to rule the universe before the world began. His servants are known as the Umbry, and are said to be envious of men and their beautiful faces. The Sul and Umbry had a large battle in one myth (a reference to the Great Schism). Xegaul was blamed for the battle and cursed for his servant’s actions against Man-kin (by Zorron of all gods!) and was trapped in a “a place in between worlds”. A Xelist prophecy states that he will one day break free and swallow Rathya whole as revenge. So why worship this guy? According to Xelist teachings, Xegaul has infinite knowledge, so to win his favor is to know everything and…you know the rest.
The Orr-kin Faith---- A long time ago the world was born from flames, and was a land of fire and brimstone until the Dragon Mother came and breathed life into it. The Dragon Mother is described as the mother of all creatures. Pronuu (their chief god), is the wielder of life and death (essentially Pyr, just with a different name, it is said that the Orks invented Pyr in the same way they ‘invented’ fire). Most Orr-kin lore states that the Dragon Mother is the one who gave them fire (which they would eventually give to the Man-kin), and thus teaching them how to cook meat and hunt. They also invented the story of the twin moons and their eternal struggle, going as far as to say that the Man-kin are decedents of Zorron and Manna (essentially a goddess of life), while THEY were decedents of Orron and the Dragon Mother (thus the name). The Orr-kin Faith revolves around war and bloodshed. Two people who fight with each other in warfare are taught to be bounded by blood (warbound), a male and female Ork mate through the exchange of blood, and blood sacrifices are made to appease the Dragon Mother’s hungar, in the same way Xephamorians offer blood to appease Xegaul. Most sacrifices are prisoners of war, particularly prisoners who fought the hardest, as they were deemed worthy of the Dragon Mother’s hunger. Orr-kin priests are often chosen at birth, and are in charge of passing down Orr-kin lore from one generation to another. War is an honorable thing to the Orks. Those who died in war are honored by becoming a part of the Spirit World. Prisoners of war are honored by becoming sacrifices. War heroes often become priests themselves. The Orks like to seek out conflict in an effort to better themselves due to their religion. Change and conflict is a big factor in the Orr-kin faith. That’s part of the reason why the twin moons are so important to the Orr-kin. Not only do they perfectly describe their struggle with the Man-kin, but it also sets an example for the young. There is even a story about the dragon mother being attacked by a Man-kin, but instead of killing him she let him live and had even given him the secret of fire. This also reflects the Orr-kin giving the Man-kin the secret of fire themselves. Orr-kin lore is unique in the fact that it tends to reflect much of the Ork’s history.
The Gypsy Faith---- The Gypsy Faith is a bit more complicated than the first three religions. There are over a thousand gods in the Gypsy Faith, a lot of them contradicting each other. This is due to the fact that the Gypsies are basically made up of a bunch of different dead civilizations put together, so certain beliefs that have mixed and mashed against each other over the years. There are a few unified concepts however. The central god of the Gypsy Faith is the Creator, Khron, who is often depicted as a spider weaving the web of the universe. According to legend Khron created the world from the threads of his stomach (which are known as the threads of life). From his stomach he also eventually “gave birth” to the God of Chaos (Xegaul) who proceeded to rule the universe along with his father. As the story goes Xegaul grew lonely so Khron created for him a wife (from the threads of life) named Diana (who is also compared with the Orr-kin goddess, Manna). They made love to each other and gave birth to Rathor and his brothers: Pyr, Zorron, and Orron. Rathor ruled over the new planet, Rathya, and created Sprites (nature and animal spirits) to watch over the new planet. These Sprites will eventually become the many gods and goddesses of the Gypsy Faith with Khron, Xegaul, Diana, Rathor, Pyr, Zorron, and Orron as the head gods. The Gypsy Faith also accepts the existence of the Sul and the Umbry, but they do NOT accept the existence of Sophya. Temples and shrines dedicated to individual Sprites are located all over the planet where each and every Gypsy worships in his or her unique way. There is no “true” way of worship in the Gypsy culture, they are as opened minded as BXelists and are even more so. One thing must be noted about the Gypsy faith however, followers of it are more or likely sensitive to nature. It is said the high priests and priestesses of the Gypsy faith are even able to talk to the nature and animal spirits of their lore via medium. Apparently this is supposed to be where they get their laws from.
Khannite Faith---- Much like the Orr-kin faith, the Khannites believe the Dragon Mother breathed life into the universe. However unlike the Orr-kin, the Khannites believed that Orr-kin AND Man-kin are descended from the Dragon Mother. According to Khannite myth every nation is guarded by a patron dragon (Dust and Sand for Sophya, Ice for Icilee, the East Wind for Ural, etc.), all of which are descendants of the Dragon Mother, and sisters of the twin gods of the moons Zorron and Orron. The Khannite myth further goes on to state that animals stand on equal ground as Orr-kin and Man-kin, and as a result have a series of laws where killing, harming, even being responsible for the lose of an animal equates to the death of a man. The Khannite laws are split up into over two hundred and fifty basic points shared throughout the many clans, all of which are written on a series of stone slabs kept under tight lock by shamans. Both of sacred and of secular nature, perhaps the most famous of the laws is "An eye for an eye, a tooth for a tooth" which can be extended into what would eventually become "The Pirate Code". Younglings, as the young are called, are taught from birth that the world would be thrown off balance if any of the natural laws (that is, including the Khannite Laws) of the universe are broken. Even the slightest offense could put a tear in the fabric of reality. Perhaps, it is for this reason that the men of Ural still do battle with the Orks, believing that Orr-kin and Man-kin are forever fated to be at war with each other. The Khannite tradition of war and plunging is an old, proud one, and one sang in many of the hymns that are born from the land of Ural.
Types of Currency
Sophyan Empire (Including Faelee, The and the Tribal Territories of Zorra)
100 pennies (made from bronze) = 1 talor (a gold coin)
2 talors = one 2 talor bill
5 talors = one 5 talor bill
10 talors = one 10 talor bill
100 talors = one 100 talor bill
There's also 500, 1000, 5000, 10000, and even 100000 talor bills.
Now for the coins. As I said, 100 pennies = 1 talor.
5 pennies = 1 nicker (coin made of 75% copper and 25% nickel)
20 nickers = 1 talor
10 pennies = 1 chim (coin made of 89.24% silver and 10.76% copper)
10 chims = 1 talor
25 pennies = 1 quarter (coin made of 90% silver, 10% copper)
4 quarters = 1 talor
50 pennies = 1 haytalor (coin made of 91.67% copper and 8.33% Nickel)
2 haytalors = 1 talor
There is also the haypenny in case anyone wanted to know.
The average wage is 13 pennies per hour per hour. This is mostly middle class mind you.
An average worker earns around 100 to 250 talors per year. An average teacher would earn slightly more than the average worker.
Water costs around 3-9 pennies per liter depending on where you live, but they can be attained for free if you know how to dig a well and purify water. Alcoholic beverages would be slightly more expensive and tea would pretty much cost the same. Coffee is a luxury only afforded by the rich.
Butter = 15 pennies per pound
Eggs = 7 pennies per dozen
Chicken = 3 pennies per pound
Loaf of bread = 10 pennies
Steak = 15 pennies per pound
Sugar = 6 pennies per pound
As you can see, most foods and beverages will be in the ones, tens and twenties in terms of pennies.
In most areas silver pieces can be substituted for money. 12 silver pieces is equal to one talor. There are also such thing as half-pieces, etc.
Currency of Kilt
In the Seven Nations of Kilt Bronze Rings are used as currency. A harness can carry up to twenty bronze rings, which are equal to one gold talor. one ring of bronze is equal to 1 nicker. Usually a bronze ring is attached to a leather harness, which is in turn attached to the side of a belt or the side of a horse. Only the very rich attach bronze coins to bronze ended straps. Extra points if you have multiple straps of twenty bronze rings. Usually this is a sign that you are royalty. Often metalworkers will decorate bronze rings in order to add worth to them. The more complex they are, the more people are willing to trade you stuff for them.
Currency of Xephamor, Terrantula, and Orrlee
As explained before, the Xephamorian system of currency (which was borrowed from the Orr-kin) is based of the Chinese Wen System, collectively called "Oki". Oki exists in denominators of 1, 5, 10, 50, 100, 200, 500 and 1000. A string of 1000 oki is equal to one piece of pure silver (called a Taat) which is used in measuring weight. Incidentally 12 of these is equal to one gold coin in Sophya.
Trade in Ural
Khannites have no official currency of their own, although they will melt down silver pieces and wear it as "portable money". They will often trade these for raw materials and other items based off a weight system (1 ounce is equal to one gold coin for example).
About the RP
The RP will be split up into four parts; A Welcome to Gloomwood, Sorting of the Schools, the Curse of Shinjuni, and the Magi’s Ruling. Between each part there will be an intermission where you will be free to bear fruit to your own plotlines or improve relations with pcs and npcs.
Each of you is an Esper, a new addition to the Gloomwood family, handpicked from the kettle of billions for your natural born psychic abilities. For the first portion of the RP, you can expect to spend much of your time exploring the premises. Major kudos goes to the people who are the first to get into trouble. Usually I like to follow an open box sort of style for my RPs, but I will throw an event in every now and then. By the time the second portion comes around the plot will really kick off. If you wish to start any of your own mini-plots beforehand, please inform me in PMs, just so that there aren’t any conflicts.
This really is a character driven RP, whatever you do may very well affect future acts. Choose your actions carefully. All I ask is that you practice limits. Do not push the laws of the world too much, and try to respect other players. If you need to know something, ask me and I’ll answer to the best of my abilities. The main reason for the existence of the instructors is so they can give you your insight into the world of Rathya that I otherwise couldn’t have explained that well here.
Death is something that can happen to anyone (ESPECIALLY if you God-mod *cough*), and once it happens (or if you manage to get your character expelled forever reason) that character will be forfeited from the RP. However, you are allowed to make a new character to fill in if you wish, granted it is your responsibility to find ways to insert your character back into the plot (and unless you have somehow managed to be removed from the RP completely). Just as it is your responsibility to take advantage of any open doors that are provided. Similarly some characters might become handicapped (and by handicapped I can mean either a fatal injury to the character or restrictions imposed in-universe that isn’t shared by other characters), and if that character happens to become yours my suggestion is to search for loopholes. They will exist, and I encourage foresight.
Most of all, I really wish for my players to have fun with this RP, and I look forward to whatever imaginative scenarios you guys might come up with. So above all else, enjoy yourselves! And welcome the world of Rathya!
Age: (10-11 years of age to start, instructors should be twenty five years old and higher.)
Gender: (I am a transgender friendly person, so if you want your character to be intersex or questioning feel free.)
Sexual Orientation: (Similarly, not too many restrictions here.)
Ethnicity: (Tribal, Gypsy -supposed remnants of the Gypsonian Empire-, Khannite, Kiltic, Sophyan, Xephamorian, Faeleean, or Terrantulan. No Orks please.)
Role: (Student, or Instructor? If you're an instructor please list what courses you teach as well)
School: (Students only, leave blank for now)
Goal(s): (What’s your goal in life? What’s your dream? Do you dream of ruling the world, or do you dream of saving it? You may PM me this.)
Personality: In essence, what makes your character so special? Perhaps he or she is outgoing? Perhaps they’re a little shy? What are their niches, their quirks? What makes their stomachs tremble with rage? I am not looking for any bland descriptions here.)
Gift(s): (This is it, the very reason you are attending Gloomwood in the first place. When you were first interviewed between the ages of six and nine, an Empath would have tested you for any psychic abilities. Granted, these abilities can range from the power of flight, to control over lightning. Psychic abilities differ from magic merely because it is naturally formed and "grown", rather than created or conjured. These abilities tend to start out small, undetectable unless specifically searched for. Between the ages of six and nine is when they begin to reveal their nature, and often in unpredictable ways. The Empath Agency makes it their mission to investigate strange reports of children with unusual powers, and test them for a future within Gloomwood Academy. Powers that control/read the mind, stop time, or grant immortality are disallowed. Secondly, I don’t expect a child to have the ability to instant-kill mooks, let alone fatally injure them. For ideas, here’s a handy guide to superpowers. Trust me, I WILL let you know if your powers are a bit on the overpowered side, otherwise go wild. Surprise me Consider your character’s strengths and weaknesses as well. These will come into play later on. Unique challenges that will present themselves may be overcome by your character alone. Again, surprise me, and I’ll do my best to surprise you.
As for instructors, having powers are not mandatory at all, but you are allowed more liberties should you choose to have them. Keep in mind the restrictions on mind control/reading, stopping time, and immortality still apply to even adults. So, as long as you don’t breach the aforementioned restrictions or abuse your character’s powers, I’m usually fine with whatever you come up with.)
Appearance: (Much like in Personality I expect no bland descriptions. I usually like to draw pictures of player characters, and odds are I’d want to draw your character. The more detail you give me the better. Consider the small parts that make your character’s features unique, whether it is the state of their clothes, or the way their hair is styled. I want to be able to picture the character in my mind if you will.)
Background: (Describe your character’s history here. For students you may want to mention your character’s meeting with an Empath as well as the beginnings of your Gift’s progression. Instructors would do well to list achievements. Whether you’re an instructor or a student, I want to know what made your characters who they are today. If you wish to keep a portion of your character’s life secret, whatever that may be, you are allowed to PM me it. Similarly you can ask me whatever you wish to know about Rathya that pertains to your character, and I will do my best to answer your questions, in moderation of course. The more I get to work with, the more of a chance your character will have in terms of totally inconspicuous plotlines.)
Equipment: (Most of these things will be going in your character’s room, but please mention what they carry with them on a day-to-day bases as well. Please note that magical objects are strictly forbidden. You are warned.)
Theme Song: (for fun of course)
Name: Adi and Asher Atman
Age: both are ten years old, with a twenty minute age difference
Gender: Female and Male respectively
Adi - Asexual
Asher - Pansexual
Ethnicity: Kiltic (with Gypsy heritage)
Adi - Perhaps more than anything, Adi wants to speak with the Creator. She also wants to protect her little brother from the demons that lay behind the veil, whether he likes it or not. She cares for little anything else.
Asher - Control, particularly over the realm his very sister is trying to protect him from.
Adi is a quit, unsociable young lady who has often in her life been mistaken for a mute due to her tendency to not speak unless spoken to. Her brother on the other hand is a social butterfly with a natural curiosity that cannot ever be hope to be sated, and also a knack for pulling pranks. While Adi observes from the sidelines, Asher would walk up to a complete stranger, and probe him of his innermost secrets without any fear of negative repercussions. To some, this may come off as annoying, to others its downright creepy. Adi has taken upon herself to make sure this little quirk of her brother's doesn't get either of them in trouble, which is an incredible feat in itself. There is a fear that eventually Asher will find himself in a situation that will be impossible for his silver tongue to talk itself out of. Ever loyal and wary of the true horrors of the outside world, Adi has vowed to never leave Asher's side, much to the annoyance of her free spirited younger brother.
Adi – Adi has the uncanny ability to mentally remove herself from the confinement of her physical body, with the potential of traveling to other planes of existence. However she is still limited to the plane of existence she currently exists in, and as a result has no possible way of traveling between dimensions in the same way a teleporter could. She can merely see shadows of those places, shadows that disappear as fast as they appear. To try and reach out towards these shadows would be fatal, to the point of death. Sometimes Adi can see things trying to phase into the physical world; most of these things tend to appear in her dreams. A lot of them, according to her, are the things found only in nightmares. Adi tries to control her power as a result of these visions, limiting herself to moments where it is absolutely necessary, a rule she tries to enforce upon her twin brother albeit to the point of utter failure. The fear that something would try to possess hers or her brother’s bodies plagues her every waking hours.
Asher – Much like his sister, Asher is more than aware of the other beings that walk between the veils of existence. However, unlike Adi, Asher does not fear the strange shadows he catches every now and then out of the corners of his eyes. Instead, he’s rather intrigued by their existence. To the point where he actively seeks them out, or rather, they seek him out and he welcomes their company. Asher is equivalent to a supernatural magnet, to put things simply. If he had the experience, Asher could even command the shadows that his very twin sister fears. As of present day, Asher is merely able to tame them, so they no longer show hostile tendencies. Granted, only the weak can be tamed. Stronger entities are more than able to break Asher’s mind, and if something were to happen, Asher and Adi both are in danger of losing themselves to the shadows.
When Adi and Asher were born, the maternal elder of the Atman family gave her children a warning, to never let them sleep near a mirror. Starting at the age of three, the two children have reported terrifying nightmares, Adi being more affected by them than her seemingly brave sibling. But their parents did as they were told, and Adi and Asher grew up healthy much like any other child. The only difference between them and other children is the Atman twins never knew what it felt like to belong to a home. They belonged to a family of merchants, and as a result were almost always on the move. Their grandmother was in charge of regulating family business, ever since their grandfather had passed away, along with her there is also an uncle and his wife and daughter, and two unmarried aunts as well as the family hound, Skinner. The family mostly kept to themselves unless they were doing business, but their weaved blankets were famous and stunning all the same. Adi and Asher's mother also made shawls and dresses for women, and the father made belt buckles for the men. The Empath who had founded them for Gloomwood Academy had happened to come upon them by chance.
As the story goes, the family had set up camp in Cyrko, just in time for the annual festivities of the coming of Spring. Adi and Asher were eight then, and their dreams were being tamed by crystal jewels meant to discourage nightmares that were placed next to their beds by night. At the present time, there was a vibrant fair going on, and it seemed to be approaching its zenith when word of a hypnotism performance had caught the children's ears. They begged their family to allow them to be entertained and after much luck had been sent on their way with pockets full of loose change. Asher was estactic, for it was his idea after all, but Adi was worried. When the show began, and the hypnotist sought volunteers, she was the only one to not demand his attention. Unfortunately, this made her stand out the most, and she sat in the center of the stone stadium surrounded by over a hundred spectators with a man ready to command her mind with the power of suggestion. What happened next changed her forever, for the moment she was put underneath the hypnotist's spell, she found that she was floating above her body and could not return to it no matter how hard she tried. The audience, and the hypnotist, were foolishly unaware of this predicament, but her brother could clearly see his sister, plain as day, floating right above her own body with hardly any limitations. When he screamed for help no one listened, the hypnotist merely calmed the crowd by informing them it was all apart of the act. Yet there was someone in the crowd who saw what the child had saw, and that someone was an Empath.
After the performance, the hypnotist realized what he had done, and ran in a state of panic, with a crowd chanting angry slurs. The Empath in particular lingered behind, and approached the frightened child. His sister was still seated on the stage, abandoned in a trance-like state and appeared as though she was a living, breathing doll. According to the Empath she was still around, just lost, frightened, and confused. He could sense where she was with what he called his “third eye”. Asher, and by extension the entire Atman clan, was happy to know this was to be true. The Empath found his sister's spirits in a dark alleyway amongst a collection of disheartened homeless. The ritual that reconnected Adi's spirit to her body took about a total of eleven hours, but it did the trick.
Adi was not the same as she was before, it appeared she had lost the ability to speak (or didn't wish to at least), and her skin was cold to the touch. The Empath gave his name and his complete aide to the family, and informed them that Gloomwood Academy would teach their children to control and perhaps even protect themselves to their powers. As it were, each of them scored high on the extra-sensory perception tests, but low on the basic studies and telekinetic testings. Their exposure to what he called an “out of body experience” concerned him, especially when it came to Adi. No one knew yet exactly how Asher was affected, so no one would have saw an increase in the little boy's curiosity coming. Adi especially was shocked when Asher started asking her questions about her “out of body experience” and what she saw that day. It came to the point where she refused to talk to her own sibling anymore.
Eventually the Empath went as fast as he came, promising the family that a teleporter would come to collect their children in two years time, granted the growing tensions between the UTA and the Council of Magi didn't make it impossible. Ever since the Empath left, the family took Adi and Asher to plenty of shamans and mediums in hopes that they would find a way to block off their children's frightening powers. While Adi was skeptical that such a thing was possible, Asher remained insulted, and insisted that they explored their abilities even further. He often sneaked off in search of “forbidden texts” that would teach him how to harness his powers, but found that he could not hardly read them, or understand them even. He grew pale, skinny, and sickly in his pursuits, to which his parents and grandparent responded with an increased fervor in enforcement of family rule. Asher had looked forward to the day when he would be sent off to be free from his family's protection. While Adi had looked forward to the day when she could finally learn to properly control her abilities.
A shawl given to her as a gift by her mother.
A necklace with a functional compass made out of Babingtonite attached as a small charm. Adi keeps it tucked behind her shawl, which she is always seen wearing.
A sidepurse with the following contents:
-precious jewels and rocks that she picks up whenever
-metal bands, possibly used for crafting jewelry
-pincushion with fifteen pins
-an etching tool
In her room---
more shawls with different and elaborate designs
a spinning wheel
30 spools of thread
a metal box that holds her precious stone collection
a mirror facing away from her bed
a mannequin of a woman
plenty of jewelry littering the floor
a collection of scrolls on the unseen world
A necklace made for him by his sister, with an awkwardly cut black agate. Adi believes that this will protect her brother somehow. Keeps this inside his pant pocket.
A wooden figurine
a side purse with the following contents:
-sharp rocks, most of which are incredibly unremarkable
-sharp pins stolen from his sister
in his room---
scrolls brought from home, most of which he cannot read
An unused bag of sand, possibly given to him by his sister.
a couple of wooden toys
plenty of sharp objects left upturned
”Sound in a Dark Room” – Telepfon Tel Aviv (Adi)
”Moya” - Godspeed You! Black Emperor (Asher)