The following is the interest topic for a futuristic roleplay I wish to start up here in the advanced section. Being an interest topic, I'll just give the essential information in order to 'test' the waters and see if anyone is interested it. If enough interest can be generated, I'll post a proper OOC topic
This is a cooperative warfare roleplay set in a futuristic fantasy world, that is one of an infinite number of alternate Earths. It's also a cooperative warfare roleplay where the players will either be part of a rebel faction of a conquered nation of Elves-made up of what's left of its army and citizen fighters and mages, or an army of foreign soldiers, whose king is on a sort of suicide mission to avenge the death of his citizens. Both will be working together to oust an empire that took over the Elven nation in a coup
The premise: This is more plot and character driven though which is more about the characters interactions with each other and how they will go about defeating the enemy. The story itself will be broken into chapters based on the character's progression-such as retaking a city from the enemy forces, moving from one area to another, searching for someone, etc. After each chapter, there will be a brief 'rest period' where the characters interact and prepare their next move before the following chapter begins.
The Elven Kingdom of Hasari has been mortal enemies with the Drow Empire of Szithlu since the latter's succession and establishment. In the year 2079, an age where cyber technology and mysticism go hand-in-hand, Szithlu launches its biggest attack on Hasari to date. The war rages for 8 years and the lush forests cities of Hasari are ravaged by the war.
When all hope seemed lost, a young hero named Lyion appeared and fought Szithlu's emperor, Orgallagh, wielding a powerful sword made up of the elements. With Orgallagh dead, the Szithlu forces fall into disarray and are quickly forced out of Hasari and back to the dark desserts they came from
As Hasari rebuilds, Lyion is given the hand of Princess Araiel in marriage. A year later, they marry in the summer. Diplomats and tourists from all over the world gather in Hasari's capital, while millions of others tune in on the internet to witness the event. However, while the world celebrates, all communication with Hasrai suddenly cuts and portals appear from which Szithlu soldiers pour out and attack the capital
Desperate to protect his queen and palace, Lyion rallies what's left of his guard and army into a defense, but as they clash, he's shocked to find Orgallagh alive again. The two face off, but Lyion is underprepared and Orgallagh sports a new sword and armor. Lyion's hand is cut off during the duel and is last seen being thrown from the palace window to his death
A week goes by before any communication is established again and Orgallagh addresses the world preclaiming his victory, holding Araiel captive. The tourists and diplomats of the other nations are held for ransom. If the other nations don't open trade with Szithlu, they will be killed. One of these nations is the human-ruled Saikoku, who's warrior king, Jakku at first refuses, resenting Orgallagh's actions and had always had gripes with the Drow
The negotiations become tense and war seems imminent until Jakku finally relents, not wanting his diplomat and people killed over him. And indeed, the diplomat is sent back unharmed, but each day he resisted, 10 people were executed, and doubled the number each following day without his knowledge.
The nation flies into an outrage, not sure whether to blame Jakku for his resistance, of Orgallagh for his deception. Whatever the case, Jakku accepts the blame for deaths and vows to redeem himself by slaying Orgallagh himself. However, members of Saikoku's armed forces join him, having friends or family in Hasari they wish to avenge. Jakku also heads to the famous Shorinji temple, hoping to gain further assistance there.
The Setting and World Information:
The roleplay takes place in one of the infinite Earths, this one in particular known to itself as 'Jigu'. It has an alternate geography, cosmology and consensus to our own, while some similarities are still apparent.
As aforementioned in the plot. The current year is 2088 during the Cyber Age, where computer technology is near its peak and the people have learned to harness electricity, air, water, solar or-In the Elves and Drow's cases-magic as fuel sources. At the same time, the use of mysticism (I.E. Magic, psychic powers and Qi-based techniques), along with the presence of mytical creatures, gods and demons are still quite apparent. However, the level of dependance on either technology or mysticism depends on the nation; Some are more magic reliant, others more tech reliant, while some are somewhere in the middle.
By the year 2088, Jigu has been living in a cyber age for at least one hundred years in which almost everything is computerized and runs on electromagnetic currents, water, air, or in the case of Hasari and Szithlu, mana energy.
The Jackals of Kemet had been long experimenting with electricity since ancient times, hoping to harness its powers for everyday use. In the last century, the electric coil was developed which was used to transmit electricity through the air, the same as radio waves, to various devices that then made use of transformers to configure the energy to the necessary voltage. Due to this, electricity is as free as the air one breathes.
Another power source that was developed was the development of 'Concentrated Solar' power. Solar panels in various plants and devices could concentrated absorbed solar energy several times to make the energy more numerous or potent. As such 'Solar cells' are used as a rechargable battery for various devices.
All forms of media make use of audio-visual project of light sound known as holo-vids. A holoscreen can be as big as movie theater screen or as small as the face of a wrist-watch. The holoscreen is present in just about any communication device such a televisions, movie theaters, computers and so on. The best example of the holoscreen at work would be the Data-Watch.
Data-Watches are wrist-worn micocomputers that function much like the smartphone in our world. It makes use of a holoscreen display and interface, which can sense the user's touch. It contains a large variety of apps that allows the user to communicate via text email, holo-vision video chat, tell time, navigate through a global tracking system (GTS), connect to and browse the internet and much more. The data-watch appears in nearly every aspect of life and nearly every person on the planet has one of some sort.
All communication is done on the world-wide web, which is practically identical to the internet of the real world. All forms of entertainment and communication runs on this through a series of channels and networks.
All vehicles run on some combination of electricity, solar power and/or water. Commercial vehicles are divided between your standard cars, trucks, etc, that operate on wheels and their hover varient. While hover vehicles have been in use for at least fifty years, they were rare and very expensive since they were almost exclusively manufactured in the nation Kemet. They are just recently becoming more affordable and common in the rest of the world. Both conventional and hover vehicles run on a combination of electricity and solar power.
Boats are still a vehicle of choice for most transport of heavy cargo as well as used for fishing, marine biology work and so on. Boats typically make use of hydro-electric energy, drawing energy from both the hydrogen molecules from the water it travels upon.
In today's world, traditional melee weapons, variations of the bow and arrow and unarmed fighting are still popular. This is due to most martial arts schools and institutions training one to exceed physical ability, as such weapons such as guns, cannons, bombs and so forth are only popular in Dwarven nation of Akujui, the human nation of Timog and the Jackal nation of Kemet, as other nations substitute these with some form of mysticism.
Instead, those who don't make use of mysticism apply the advancements of modern technology to traditional weapons. A popular weapon in some countries are vibro-weapons. These are swords, spears, glaives, axes and so on that make use of a Solar cell-powered motor to vibrate a weapon's blade to supersonic frequencies, giving it devastating cutting power.
Some others are kinetic weapons that disperse kinetic energy along the blade or striking surface of a weapon to add to its damage. Beam weapons also exist, but these are extremely rare outside of Kemet as they are only being manufactured by a few Kemet-based manufacturers and are very expensive.
Mysticism on Earth is define as either
1. “belief that union with or absorption into the Deity or the absolute, or the spiritual apprehension of knowledge inaccessible to the intellect, may be attained through contemplation and self-surrender.”
2. “belief characterized by self-delusion or dreamy confusion of thought, esp. when based on the assumption of occult qualities or mysterious agencies.”
In Jigu, Mysticism is defined as “Specialized knowledge used to cultivate intrinsic energies to exceed mundane knowledge and ability”. Or in plain, the ability to use special energies to use special powers and abilities, that would be otherwise impossible. Jigu has many forms of Mysticism, which are categorized based on which of three main energy types used. They are as follows
Qi: Also known as Ki in Saikoku, Vital essence or Lifeforce energy in other countries is a Biokinetic energy present in living things. Qi is known as the universal energy present in living things and is needed to sustain one's life. If one's Qi is imbalanced, bacteria and viruses are able to settle into the body, causing sickness. If one's Qi is completely diminished, then they will die.
Qi is concentrated in a point at the lower stomach called 'Dan dian' in Dong Guojian and Hara in Saikokun and flows through the body along a series of channels called meridians that invisible to the untrained eye. Through Qi-gong exercises and meditation, one is able to improve the flow of Qi through their meridians as well as train the Dan Dian point to produce more Qi. Qi can also be absorbed from the oxygen one breathes and natural foods such as fruits, vegetables, meats, grains and so on. However, this is only effective if these components are clean and lacking too many artificial preservatives.
Those skilled in the use of Qi-gong are able to channel their Qi to increase physical speed & agility, produce Jin (AKA martial power, the ability to apply greater force in movement), heal injuries & illness and control the elements of earth, air, fire, water, electricity and/or Qi itself.
Qi can also be used in sorcery where Qi is combined with the energy of the mind to produce a type of essence. In Dong Guojia, this is called Jing and in Saikoku this is called Shen. This energy is then shaped and focused through the use of paper charms, swords and other magic talismans used by Daoist priests or hand-seals used by Shintoist priestesses.
All living things have some type of Qi, such as plants, animals as well as intelligent beings such as Humans, Elves, Dwarves, anthromorphs and so on. The cultivation and use of Qi is most popular in Dong Guojia who include Qi-gong in its fitness programs, sorcery and martial arts.
The only other country that popularly trains Qi is Saikoku where Kijutsu (meaning Energy Art) is present in some martial art schools and Shintoist shrines that regularly include the use of Kijutsu in its martial arts and Kido sorcery.
Magical energy which is mostly found in the mystical realm, however there are places in Jigu where mana concentrates, such as the World Tree in Hasari. Mana is a somewhat unstable energy, or at least that it constantly changes in the mystical realm in which it is used in nearly all phenomenon.
Since Elves had evolved from the nomadic tribes that migrated to the mortal realm from the mystic one, they have a natural connection to the mystical realm and thus are able to use magic. Humans and Anthromorphs can also be taught to use magic, but must first develop a connection to the mystical realm through intense study and meditation. Mana is drawn overtime through a microscopic portal located near the user's sternum and close to their heart and flows through the body in a manner similar to Qi.
Magic is used through a series of incantations that mold and focus the mana into specific shapes. The length of the incantation varies by the complexity of the spell. During this, a spell circle will appear under the user's feet and will flash when the spell is completed. Some spells cause another spell circle to appear at the caster's hand or focus tool-such as a wand, staff, etc.
Mind-based powers refer to the manipulation of mental energies that sustains one's consciousness, referred to as one's spirit or soul. Similar to Qi, spiritual energies are inherent in most living things, such as animals, elves, dwarves, and so on. However, only beings with a brain can sustain consciousness-for example a tree can be alive since it possesses Qi, but is not conscious, since it lacks a mind to sustain consciousness.
There are few names for mental energies, in Kemet it's referred to as Biotic energy (formally spiritual energy), Dong Guojia calls it Focus energy, Saikoku calls it Chikara (meaning “Force” or power). The energy is cultivated through intense meditation and study in order to expand and strengthen gray matter of the brain.
Psychic powers are separated between kinetic-the external manifestation of mental energy and pathic, the internal manifestation of mental energy.
Kinetic powers involves the use of externally manifesting mental energy through telekinetic fields. These include increasing one's physical strength and toughness through tactile telekinesis, speed and reaction time through time perception augmentation, produce pyrokinetic, cryokinetic or electrokinetic energies, or more commonly manipulating subjects through telekinetic fields.
Pathic powers involve the ability to connect one's mind to others or expand their senses to observe what the user could not through mundane means. Telepaths have the ability to connect with the minds of others to read or project thoughts, emotions, memories, etc, manipulate the senses to create illusions and in some cases even control someone's mind.
Sensory powers, sometimes known as 'ESP' includes remote viewing and even brief instances of precognition. However, precognition is extremely difficult, even for the most seasoned user.
The nations in conflict: There are many countries and territories in Jigu, set on a few continents. This section will focus on the three nations involved in this conflict: The Elven Kingdom of Hasari, the Human nation of Saikoku and the Drow Empire of Szithlu. Their info are as follows:
Set on the western edge of the continent, Asia, Saikoku is known for having one of the strongest military forces in the world, as well as one of the best or strictest legal systems.
Culture and general society: Since it's establishment, the kingdom of Saikoku has had a high emphasis on military strength and readiness and has maintained an active draft. Hence every male of Saikoku decent is an active member of the military from fresh recruit to seasoned veteran. Since the role of soldier traditionally fell upon the males, female citizens were often left to manage the home front. Due to this, the other aspects of mordern Saikoku society, such as industry, business and so on is dominated by women.
As such, Education in Saikoku is separate between male and female students. Boys are sent to military schools in which they are trained in the fighting arts, outdoor survival, strategy and other military skills. In today's modern society boys are taught the usual school subjects. by then those cadets are put through a final test. If successful they are inducted into the Armed Forces as a full-fledged 'Bushi'
Girls' schools on the other hand follow a more traditional format which is based off the Dong Guojian school system. Girls start formal schooling at age five in kindergarten and are taught a larger variety of academic subjects including; math, science, literature, foreign languages, music, art, history, physical education and computer sciences. Schools are separated into four categories; elementary school going from grades kindergarten to five, middle school going from grades six to eight, highschool going from grades nine to twelve and university.
Women were originally forbidden to learn fighting arts, save Shintoist priestesses, who were then barred from using them against people. This was due to a traditional belief, that women were lifegivers and caretakers, thus should not harm other people. This was until and infamous case in which a woman killed a man who attempted to rape her in self-defense, and was sentenced to commit ritual suicide. The current Bushi-O, Akechi Jakku, halted the sentence and overturned the law, realizing it was foolish to forbid women from protecting themselves and punishing them if they did. This began a movement known as the 'Onna Senshi' or 'Woman Warrior' movement where religious temples and civilian dojo opened their doors to women. However, the Armed Forces still only accept male conscripts.
Saikoku society greatly favors justice, social equality (despite the gender roles) and despises political and beaucratic runarounds and the like. It goes without saying that one's political title, wealth or social status is treated as little more than a job title in Saikoku society and law.
People pay taxes based on what they have, the poor pay little and the rich pay much higher taxes. The social classes also commonly congregate and mingle with each other. However, there are more than a few in the social elite that resent being treated as normal citizens. The law also tends to be strict, if someone's arrested, they're given due process, but plea deals and such don't exist, and so do bail outs. If someone is convicted, they are made to serve their sentence in their entirety.
Another interesting aspect of Saikoku's legal system are its marriage laws. Opposite sex, same sex, transgender, interracial and even some forms of polygamy are all legal. However marriage for any reason other than romantic reasons are illegal. If it is determined two people have married for any reason other than love, the marriage is voided and one of, or both in the couple are arrested for 'Marriage Fraud'. As such, it's somewhat common for ambitious women to seduce high-ranking members of the Armed Forces and then push them into politics.
Use of Technology: Saikoku is technologically current with the rest of the world, mostly making use of the electric coil as a main power source while solar cells tend to be regulated as a type of battery for handheld and other mobile devices. Transportation is done through conventional cars, trains, planes and so on. However, the use of hover vehicles are becoming more wide-spread with such factories being opened in Saikoku, particularly in the south.
Use of Mysticism: Ki-based techniques are not in popular use, at least not on the scale of places like Dong Guojia which teach Qi-gong exercises as physical education and employ acupuncture in its medical processes. As such bending techniques-known as 'Kijutsu' are more commonly found in civilian dojos that have Dong Guojian influences. The most popular kijutsu in these dojos is Shenjutsu (Essence bending). However, there are a few dojos that teach the use of bending arts of the other elements. One of note is the Kusangai Dojo, currently headed by Kusanagi Kyoko
However, Ki-based magic, called Kido (Energy path) is taught to miko (shrine maidens) of Shinto shrines. This is derived early forms of Kido used in the old kingdom and very similar to Qidao used in Dong Guojian Tiandao temples. However, where Qidao uses paper talismen, Kido uses hand seals known as Kuji-In or 'Nine syllables' as they are derived nine main mantra.
All Ku-ji is used to shape one's shen (essence) that has been developed through ki-based meditation to create a variety of effects. The number of specific effects are too many to list at once, but these include manipulation of various natural elements such as earth, wind, fire, water, lightning, creating illusions, summoning extra-planer beings, healing, sealing, enchantment and exorcism.
While these can be done by the miko on her own, rituals can be performed to summon more power from the natural spirits in order to cast more powerful effects. This often take great concentration as the miko(s) would be sending their thoughts and feelings through the ritual.
Meanwhile on the mental-based spectrum, Chikarajutsu (Art of the force) is often taught in civilian dojos in one way or another or more famously in the Shorinji temple. In this vein one can increase speed or strength. Both can be used in either short burst. More advanced Chikara techniques are exclusively taught at the Shorin temple. These techniques all branch from two sources; kinetic and pathic.
Kinetic techniques include telekinetic, pyrokinetic, cryokinetic and electrokinetic.
-Telekinetic uses raw Chikara to either project telepathic fields around objects and people or themselves to lift and move through mental coordination or fire bursts of Chikara energy produced in the body. The later can be done in either concentrated bursts, shockwaves of various sizes & ranges or sustained beams. Chikara can also be projected into force fields which can vary in range, size and shape as the wielder wishes or create stasis fields over objects and people, acting as a telekinetic straightjacket
-Pyrokinesis uses Chikara to channel the bodily heat in the body to produce and manipulate flame in a similar vien to Enjutsu (firebending)
-Electrokinesis is virtually identical to Ki-based lightning-bending in the vein that the wielder uses Chikara to divide the protons and electrons in their cells to generate electricity which is then expelled through the hands or feet.
-Cryokinesis uses Chikara to produce liquid nitrogen which is flash frozen to create objects or projected to flash freeze objects or enemies
Pathic powers refer to Chikara techniques that project telepathic fields to connect the wielder's mind to that of the subject. This can be used to either transmit the user's thoughts to the subject, tap into a subject's mind to read their thoughts, project the user's will through hypnosis or make illusions by manipulating the user's senses to see, hear, taste, feel and smell artificial stimuli. At it's most advanced levels, the telepath can actually project their consciousness into a subject to either take control of them or simply look into their mind more deeply. The latter purpose is often used by Shorin monks to exorcise demons or other telepaths.
Telepathy is sometimes used as a means of interrogation, but is usually forbidden except for dire situations when all other alternatives have been exhausted. The same is said of hypnotism and illusion.
Military: It has been said that the Saikoku Armed Forces has one of the best trained military in the world. This is mainly because the fighting systems in Armed Forces are much more comprehensive. This is also due to their use of tactics as well as their armor and weapons.
By the time a cadet has reached the end of their primary schooling, usually at the age of sixteen to seventeen, they are given a trial by fire known as the Rutsu Bo, or crucible. In this challenge the cadet is given only a few items for their survival including; kindling, a day's ration, a kuwa (hoe) and a map. The they are put on a single canoe with an euk (oar) which they used to paddle out to an unnamed island.
On this island, the cadet must uses their various skills, the items supplied and their wits to reach a cave on the northern most of the island. However, this island is infested with a variety of dangerous animals and creatures. The most notable of these are the Jurougumo. Those who manage to survive long enough to reach the cave would find themselves moving towards a certain direction, as if being beckoned by something. Inside the cave one would find entire crops of glowing crystals of various colors. Eventually the cadet will stop at a certain crystal formation and pick a small piece out for himself.
The next step is to fight his way back to his kayak and paddle back to the mainlandi. The cadet would then turn the crystal in to be made into a katana. The katana would then be presented to the cadet as they are formally inducted into the Armed forces as a proper bushi (warrior).
These katanas are famous (or infamous depending on who you are) for their ability to cut nearly anything by unleashing power. Saikoku Bushi have been known to cut modern tanks, buildings, oni, spirits and even mystic seals. There is a secondary property, but what these are varies between bushi. Some katana have an elemental property, others increase the user's physical ability and some can even grand special abilities. Known crystal effects are as follows.
- Elemental: These include electricity, flame, ice and kinetic. The blade glows with its corresponding element-an electric blade crackles with electricity, flame blades are ignited, etc- and in addition to adding corresponding damage to physical strikes, the user can also project the energy as either waves along surfaces or arcs in the air. The range and potency of this effect is augmented by the user's sync with his sword and concentration.
- Healing: These blades have a green hue and gradually heal the user. This effect can be extended to others by having the user touch the blade to a wound-but must be careful not to cut them. Sync with the sword and concentration augments this blade's healing rate & effectiveness.
- Phantasm: The blade is transparent, allowing it to phase through solid objects and cut one's spirit, draining their vital essence, mana, etc as well as damaging them. This is only effective against a being with a soul. This can also be extended to the user himself, allowing him to become ethereal, making him impervious to physical damage, but are still vulnerable to energy-based or mystic-based attack.
- Quicksilver: This blade glows silver and causes the user's mind to perceive time and space to be moving slower, allowing them to react and move faster.
- Hachimon's Strength: The blade has a yellow glow. The wielder's physical strength and toughness are increased. In combination with their armor, this can make a Bushi very powerful and durable.
- Perception: A very rare crystal that glows a violet hue. This allows the user to sense another being's thoughts, allowing them to predict their next move. Higher levels allow the user to briefly glimpse into the future.
What is little known is that the katana's cutting power and secondary property are extremely dependent on the user's willpower and mental concentration. This is indicated by the glow of the katana's blade; the greater the bushi's concentration and synchronization with the katana, the brighter the glow. If the bushi is emotional (I.E. frightened, angry, etc), disoriented, unconscious, hypnotized or separated from his katana, then the glow will dim and the blade will become no sharper than a stick.
Maintaining a strong synchronization with the blade is somewhat difficult. The average Bushi is able to maintain a sync ratio of 48-52%, resulting in good cutting power and potency of secondary effects. It's possible to achieve a 100% sync ratio to unlock the blade's true potential, but this takes extreme concentration on the Bushi's part and can only be maintained for a few moments.
Once a Bushi becomes high enough in rank, he may decided to return to the island to put himself through a second Rutsu Bo. If successful in recovering a second crystal, he would have this forged into a wakazashi which he could either dual wield with his katana or use by itself. Sometimes the Bushi would recover a crystal of similar effect to his first one, sometimes he would recover a different crystal. However, maintaining a good sync ratio with both blades is very difficult as one blade would have a higher ratio than the other. One Bushi of note would be Miyamoto Musahi-Damiyo, who was the first to adopt the nittou-ryu (two-sword style) and was the first Bushi to achieve a 100% sync ratio with both blades and the only one since.
It is part of the reason why zen meditation is so integral with military training so as to strengthen the mind against the high stress associated with battle. Aside from the katana, bushi collapsible Kinetic Spear, called a Kinetikku yari. This spear contains a power cell which contains concentrated solar energy. When activated, this energy is dispersed along the blade to be used in melee combat. In this form, the blade become super-heated by the kinetic energy and can pierce various substances up to Mithril or Adamantite with relative ease. A secondary function disperses the kinetic energy through vents just under the spearhead and on the pommel of the spear, which the bushi can use to propel himself across distance in high-speed charges, allowing him to ram targets with great force. The power cells can last up to four hours until needing to be recharged vie sunlight. Engineers are still working on a means to project this energy across distances, but so far a working prototype has yet to be completed.
The Saikoku Bushi is dressed in a complex battle armor which is color-coded to indicate rank. Uncolored for an Ashigaru & Gashira, blue for a Samurai & and Damiyo and red for members of the royal family. This armor suit has a few layers. The first is an environmental suit which is used to protect against environmental elements. Placed on top of this is an obsidian compound shell armor that covers much of the body. This material, though somewhat heavy is very tough, durable and is designed to absorb and disperse energy from an impact along the surface and chips in layers if damaged.
The armor is designed to take as long as possible to break and can take as long as 45 minutes of continuous damage to break. However, there are no defenses against certain magic; namely mind-effecting magic and earth elemental magic or earthbending. The armor can also be broken more quickly by high-calibur or high-veolicity weapons, but these can take up to 22.5 minutes of continuous damage to break the armor. The armor comes with a storage deck backpack that allows the bushi to carry supplies such as kindling, water, rations, etc. There are side notches to holster the kuwa and spear in their collapsed forms. The belt is magnetized to carry the sai on the back and the katana on their hip. The helm has a built in re-breather mask, night-vision and infrared vision, local radar & mapping, and holo-vision communication.
The Saikoku Armed forces is organized into a few ranks which are identified by the color of their armor and presence of shoulder guards. They are as follows;
- Ashigaru:The equivalent of a private. Ashigaru make up the bulk of units.
- Gashira: Or 'Head' are the equivalents of captains who lead units of seven Ashigaru.
- Samurai: Meaning 'One who serves', samurai are officers who command battalions of serveral units. Some are also elected to act as mayors of towns and cities.
- Damiyo: Damiyo command several battalions, depending on which province of Saikoku they are based in. If the Bushi-O has no sons actively serving in the Armed forces, then they would also act as the Bushi-O's generals and governors of provinces.
- Bushi-Ōji: The Bushi-Ōji who serve in the Armed forces serve under the Bushi-Ō himself. If there is more than one, then command of the army is divided between them.
- Bushi-Ō: The Bushi-Ō himself is the commander over the whole of the army.
But, no matter a Bushi's rank, they all fight on the frontlines together, including those of the royal family.
The Armed forces also uses a variety of ground tanks, ships and aircraft vehicles, but these are used primarily to carry troops and equipment. Vehicular combat is primarily done with mech units. The Saikoku Mobirusūtsu (Mobile Suit) is a gargantuan humanoid battle mech that is made in a similar likeness to a Bushi. The Mobirusūtsu is typically outfitted with a katana, yari to employ in close-combat. The armor, similar to the ground-based Bushi is very dense and is designed to absorb and disperse impact from attacks along the frame, taking as long as possible to break. The Mobirusūtsu is all-terrain and can dive underwater and there has been a case of a pilot being able to fly his Mobirusūtsu into outer space.
Another interesting feature of the Mobirusūtsu is the design of the interior which features a platform that the pilot stands on. The pilot is dressed in a form-fitting motion capture suit which allows him to control the Mobirusūtsu with bodily motion, as if he were on the ground. The mobile suit can also transform into a vehicle form to maneuver tighter spaces or make better use of ranged weapons. The Mobirusūtsu models are color coded for their individual purpose, based on their vehicle transformation. Gold are ground units that transform into tanks, blue are amphibious units that transform into submarines and green are ariel units that turn into jets.
Hasari is one of the oldest countries in the world. it's set on the eastern edge of the continent Galea-which is based on Europe. While Elves are the majority race, immigrants are welcomed with open arms.
Geography and regions: Hasari is known for its dense forestation that make up much of the nation's geography. The Elves, in consideration for their habitat have learned to build their civilizations into the trees rather than out of them. As such, Hasari civilizations are made up of sprawling tree cities and villages that go on for a few miles each.
The eastern edge of Hasari makes up Galea's coastal boundaries occupied by sandy beaches known as the 'Summer lands'. The lack of trees have the Elves building their settlements from magically reinforced sandstone (which is also magically created). Another area not relying on trees for architecture are the southern grasslands in which settlements are made from earth and stone.
There are five major cities and towns in Hasari.
- Lithsari: The capital of Hasari is built unto the top of the 'World Tree', which is the largest known tree on Jigu. It is also one of the areas where mana pools into the mortal plane from the mystical and is the main source of mana for most magic used in Hasari. Near the eastern edge of Lithsari stands the royal palace where the King and Queen live and most political work is done.
In the mid-west of Lithsari stands the Hall of Elements, Hasari (and the world)'s most prestigious magic academies. This city is also where Emperor Orgallagh has settled as well as missionaries representing the temples of blood and abyss, respectively.
- Eiriad: A harbor city on the eastern Summerlands. Here, the Elves native there tend to be tanned to dark-skinned-sometimes mistaken as Drow by outsiders-. As aforementioned the architecture tends to make use of magically reinforced sandstone, causing the whole city to resemble a life-sized sandcastle. It's main export tends to be fish. Mermaid immigrants tend to settle here due to its close proximity to the water. This city is current controlled by the Szithlu Great House, Colo.
- Ithlum: In the south are the grasslands made up of vast grassy hilltops. It's sometimes called 'The Emerald Sea' for it's resemblance to the sea. Being one of the only areas without heavy forestation, Ithlum is built from earth and various types of stones. A mystical creature common to these lands is the Unicorn, who are known to communicate vie telepathy. Some live in Ithlum and provide transportation or guidance to travelers. Their horns are prized as a magical conduit, however it is illegal to hunt them. It is currently controlled by the Szithlu Great House, Rostarn
- Thimlonde: A tree city in the north which nears the boarder to the northern mountains. It is the main hub where Hasari makes trade with the Dwarven nation, Akujiu and Dwarven immigrants tend to settle here as well. It is currently controlled by the Szithlu Great House, Kena
- Vine: To the west stands the tree-city Vine, named as such for it's numerous grapevines. As such grapes and grape by-products, such as wine is the city's main export and is home to many a vineyard and winery. It is controlled by the Szithlu Great House, Zaphra.
General Society and Culture: The Harsari elves are generally friendly and peaceful folk who think of life as a collaborative journey and see themselves and all living things as part of a large herd or family even. This line of thinking is also represented in Harsari law as all citizens-male or female-are given equal legal representation and civil rights. Some of this also extends to the wildlife sometimes, but only those who actively participate in Harsari society, others are allowed to just come and go as they would.
This is not to say that Harsari is some perfect utopia where everything is fine and everyone gets along. There are elves that have been known to be preachy, judgemental, or even guilty of the same pride, prejudices and other vices as other races. However, crime and corruption is not as rampant here as it would be in other nations and the people have a much better time getting along each other. And despite their harmony, a spirit of sportsman competition is as common here as anywhere else. Tourneys of various sports are held year-round in Harsari. Hasari is even part of the World Pro-Wrestling circuit.
In terms of religion, Harsari elves worship the spirits of nature and the elements. While there are many spirits of nature, the main four deities are that of earth, air, fire and water, from which the world was made. They are known as Canath Emmel or 'Four Mothers' and it's from their teachings that the Harsari belief in togetherness and kinship stems. The Canath Emmel have temples all over Harsari, each with a shrine devoted to each individual spirit.
It is believed that the Canath Emmel have given the Harsari many gifts, among them is their empathy with animals. This allows an elf to establish a telepathy link with animals and communicate with them. Due to this, it's common to see animals, as well as certain mystical creatures, especially fairies, working and even living with Harsari citizens in their homes.
Another gift is the Elves' extraordinarily long lives. The average elf can live as long as five hundred years. Hence, many of Hasari's elderly have seen the passing of most of the worlds ages, and are considered historical treasures. However, Elves lack the same natural physical strength as other races and their magical affinity can make them more susceptible to magical diseases. Finally, Elves have been known to die due to extreme emotional stress and trauma. This is due to their emotional sensitivity being somewhat more intense than most races, hence those emotions effects on the mind and body are more apparent.
As aforementioned, the Harsari elves are a peaceful race that would much rather seek a peaceful solution to conflict than come to blows. Many have mistaken this unwillingness to fight as inability to do so; nothing could be further from the truth. In fact, the Harsari have a very long and deep martial tradition. Outside of the military, there are over fifty documented martial arts schools, including temple monasteries, all across Harsari and more around the world.
The Hasari fencing arsenal is based around three principle weapons; staves, swords and bows. From these three weapons, various types of knives, polearms, ranged weapons and more have evolved. The unarmed forms are just as diverse: Some are acrobatic and dance-like, others are based on animals such as the cat and the raven, some focus on in-fighting with intricate trapping and evasive work. One particularly popular unarmed form is the Hasari take on Pro-Wrestling.
Another thing each school has in common is their integration of magic, in conjunction with physical combat skills.
Use of Mysticism: Hasari is one of the most mystically advanced countries in the world, rivaled by the Dragons in the northern ice caps, the Drow of the Underdark and Dong Guojia in Asia. Just about every Harsari elf is capable of at least a few basic spells which they employ in some way in their daily lives. Magic is taught as a basic subject in the Harsari education system, but they only go over the basics of what magic is and howit's used. Those who wish to further their education in the arcane and become mages or wizards can enroll in one of the hundreds of magic schools across Harsari.
The most prestigious one is the University of the Elements located in Lithsari. This school is quite famous and counts about 521 students from around the world. While specializing in elemental magic, the university also teaches techniques from other forms of magic.
Around the world, all forms of magic and sorcery are based on the Hasari system. Which is as follows
- Elemental : Known as 'Elemental' magic. This is manipulation of the elements including earth, wind, fire, water, lightning and spirit. Use of light or 'Holy' elemental magic also exists here, but are exclusively used by priests/esses and paladins of religious temples.
- Restoration : In this case is the manipulation of Qi to heal injuries, cure illnesses and even restore someone from death. However, the latter has various limitations. Spells in this category also uses spells to fortify one's health.
- Illusion : The creation of manipulation of illusions. These are split between physical illusions such as ethereal constructs, etc, and hallucinations which is manipulation of a subject(s)'s senses to perceive something that isn't there. Illusion magic was also common in theatre and opera until the use of practical special effects became more common since a camera couldn't pick up the illusions
- Alteration: Is manipulation of the physical world's properties. Techniques in this field includes changing a person or object's physical properties (I.E. weight, height, etc.), multiplying a person or object (or cloning), transmutating an object (most commonly turning a stick into a rose) and shapeshifting a person.
- Supplement: This field involves spells that can be used to enhance a subject's abilities such as improving one's physical and/or mental performance. This field also uses this to improve an object's abilities such as a sword's sharpness and durability. Offense spells in this category are used to achieve the opposite effect such as making an enemy weaker or slower, decreasing the effectiveness or durability of their armor & weapons, etc.
- Conjuration: This is the field of summoning objects and beings from the mystical plane. These are done through magical contracts that the caster forms along with the object or creature being summoned. These contracts tend to be temporary and lasts only as long as the magic binding the summoned to the mortal plane lasts. However, a caster may be able to form a more permanent contract with a spirit or creature they summon, making them the caster's familiar in exchange for mana. However, the actual details of such contract are negotiated between both parties.
- Enchantment: The art of imbuing objects with magical powers. These are done through either temporary enchantments, which are easier to perform or permanent ones that are more difficult to perform.
- Location: This field includes spells such as teleportation (either short or long range) of a person or object, tracking and marking and even telepathy.
- Alchemy: is similar to enchanting; Alchemy is the field of creating potions that bestow magical effects. While this field holds no actual spells, it's still integral in the magic community.
Beyond these are various spells that don't belong to any specific tree, such as the creation of magic seals and locks.
In place of most technological advancements, a large variety of magical devices are employed. Some of these are magically enchanted versions of mundane items such a moving figurines, flying carpets or floating cameras. However, more than a few uniquely magical items exist, such as teleportation crystals and portals-which are called 'Cullis Gates'.
Teleportation crystals usually have a single charge, used to teleport the user to nearly any point. These can teleport uses to different parts of a city, to different cities, across a country or even to different points in the world. However, just as the spell for these are gradually more difficult and require more mana, such crystals are progressively more expensive and rare.
Use of Technology: The use of technology in Hasari is mostly in the realm of entertainment and communication, if only to keep contact with the rest of the world
Every piece of Elven tech is powered by mana, either from some source like the World Tree where Lithsari is built upon, or the Elve's personal mana pool (though the usual electricity-powered devices exist for immigrants who don't learn magic)
The Elves also have their own take on the Data-Watch. While identical to Data-Watches used everywhere else in the world, the Hasari-made versions are capable of assisting the use of spells, such as creating pocket dimensions to store and equip items and clothing or conjuring an optional controller for those using flight-oriented spells.
They also monitor the amount of mana use and output, warning the user of their reserve is getting low. In terms of assisting spellcasting, the user is able to program whatever spells they wish to use into the Data-Watch's memory storage unit.
When a spell is being cast, the incantation will appear in holographic script, disappearing after each recital
However, this feature can also be turned off.
Otherwise, Elves still make use of magical spells, devices and assistance from nature for their other needs, such as transportation, house hold assistance and so on. Traditional weapons such as the ones aforementioned are still being used. Modern weapons, such as firearms are extremely rare in Hasari as most citizens find them too loud or technologically intricate to maintain.
Military: Before the coup after the Coronation ceremony, Hasari has maintained an active military force made up of several of tens of thousands of soldiers. The Hasari Royal Army is broken into three groups, each utilizing one of the three principle weapons of the Hasari arsenal. Modern units make use of the Data-Watch to store their equipment for instant access, communication between units and management of magic, though this model doe not include a holographic 'Spell-assist' feature like civilian models.
Knights: Utilizing mithril armor and weapons, Knights fight on the front lines of every battle. Since ancient times, Knights have been outfitted with a sword and shield and a bow-the latter being swapped for a crossbow and then repeater crossbow.
The Knights' use of magic focuses on the restoration, supplemental and enchantment trees. This allows knights to use basic healing and curative spells, spells to increase physical strength & endurance, sword sharpness & armor toughness, as well as apply temporary elemental enchantments on weapons used. Some other spells include elemental resistances to survive different climates, life-detection, and night-vision.
Rangers: While Knights fight on the front lines, Rangers are more stealth oriented, working as snipers, guerrilla and scouting units. Traditionally, the Ranger is dressed in light armor with cloaks, the modern iteration including a hood, and is armed with a long bow and twin bowie knives as well as several traps and explosives.
Armor, Male & Female
Spells focus mostly on the illusion and alchemy trees. These allow the ranger to blend in with their environment, muffle any sound they make, create dopplegangers and various other illusions, other use ingredients from the environment to create various potions to heal injuries & cure illnesses/poisons increase physical speed & agility, grant night-vision and life-detection or apply various poisons to weapons used.
Battlemages: Battlemages act as support to knights and ranger units, but are quite capable of fighting on their own. The Battlemage is always dressed in lightly armored robes and are armed with a magic staff and a pair of chakrams. The Battlemage is taught a variety of spells including, elemental, restoration, supplemental, and conjuration. Battlemages have learned to combine the effects of these spells and generally act in place of combative weapons such as tanks and fighter planes. A full list of spells and abilities they use can be found here.
In melee situations, the battlemage makes use of a pair of chakrams which they wield telepathically, allowing them keep airborne and strike multiple targets multiple times.
Set in the 'Shadowlands' to the far west of Galea, the nation of Szithlu was established during the Steel Age several centuries ago. While governed by a single emperor, the government is a fuedal aristocracy, in which rich landlords have power within the many cities and provinces.
General Culture and Society: The Drow themselves were once Elves. However, back in ancient times-what the world considers the 'Steel Age', many devil-worshipping cults formed and began to drive Hasari into civil war.
To distinguish them from the Elves, these people's skin were turned ashen, their connection to nature was cut off and their lifespan was cut to a little under a century. However, more than a few Drow have found many ways to extend their lifespans through various means, deals with devils, sacrifices, ingesting mermaid blood, etc
While isolated from the rest of the world, Szithlu has deep ties in the blackmarket in the form of humanoid trafficking, contraband and knowledge of outlaws mystic practices such as blood magic. Despite this, political manipulation, back-room dealings, assassinations and so on have managed to keep the Szithlu government or any of its citizens from being indicted of any crimes.
Szithlu values individualism and the Drow have been known to backstab often. Due to this, civil war is extremely common and power has changed hands an innumerable amount of times. The cityscape has also changed several times due to this. The forces of Szithlu are made up of several factions.
The Emperor's Guard: The emperor's personal guard is made up of approximately ten thousand warriors. It is unknown where these men and women are recruited, but there stands a roomer that Drow children are taken from their parents under the cover of night. Others say that the Emperor swells his ranks by recruiting the peasantry. However he does it, the emperor's guard are the most feared warriors in Szithlu.
Said to be immortal, the guard wear thick heavy armor of Hell-Steel, which is indeed tough to break and their arsenal combine the three principle weapons of Szithlu martial arts. Their scythes can extend into a flail, allowing them to strike targets at a distance and can also flip into a glaive. Their swords are also made flexible to function as a whip and can slice through targets as easily as any rigid blade.
Finally, the emperor's guard are taught a collection of spells, ultilizing the flames of the hellish realm itself to scorch their enemies. Fanatically believing there are invincible, these warriors have complete lack fear of death, thus they fight with aggressive fervor.
The Black Hand: Known for their subtlety, the Black Hand is among the top assassin guilds in Szithlu. They make much less use of magic than other assassin guilds and are probably the only surviving institution in Szithlu that entertains some code of honor. One of this is the adherence to 'Honorable Murder'; Black Hand operatives are against killing anyone other than their assigned target, and are against killing children (no one knows this is due to a belief that Drow are not inherently evil, but instead are raised to be such). They have a tendency to disguise their killings as accidents, suicides or other deaths that would not warrant suspicion. The emperor often employs them as spies and scouts.
The Crimson Hand: A guild rivaling the Black Hand, it is believed its founder was once a member who rejected their code of honor. Especially popular with members of the Great Houses, this guild will kill anyone for the right prices. Operatives often manipulate evidence to point to rival clans, family members, etc, using Szithlu's turmoil as cover. They are also far more magically reliant than their Black Hand cousins. The emperor has used them as personal skirmisher during battle or enforcers to eliminate domestic threats without revealing his involvement.
While the most mystically advanced (or mystically dependent, depending on who you ask) nation in the world, only members of the noble houses are allowed to learn martial and magical arts. The ones with the greatest power are the Great Houses, who each govern parts of Szithlu and are called upon during military campaigns. Many Great Houses have risen and fallen in Szithlu's history. There are currently four.
House Zaphra: a martiarch house believing women have all the power, while men are dumb brutes only good for manual labor. As such, their slaves are predominately male used for hard labor. Marriage is not practiced by the ladies of this house and instead copulate with any number of suitors they deem suitable. The society is heavily based on the behavior of insects, specifically spiders. The head of the House is deemed the “Widow Lady”. Their house color is gray, symbolizing a spider's webbing.
House Zaphra draws much of their fighting arts from various insects, particularly spiders, scorpions and hornets-creatures governed by females. As such they are known to incorporate such creatures in their fighting forces. Giant armored scorpions act as siege weapons, crushing structures with their large pincer claws, piercing said structures with their elongating stinging tail. Spiders, a somewhat smaller and thus are used in ambushes, attacking enemies from underground or hidden among tall trees or buildings.
These spiders are also used for their webbing which can be used to trap enemies, build or reinforce structures and so on. Wasps are used as projectiles, swarming and stinging enemies, injecting a very potent poison which can kill in an hour, but debilitates the victim during which time.
The actual forces make use of the Shing blades and focus on close quarters combat, using their insect allies to support them. These soldiers are also known for their use of partial transformation, allowing them to grow stingers, wings and other insect-like limbs to fly, scale surfaces and shoot webbing to trap enemies or travel themselves.
Members of the Zaphra family use many weapons, favoring inverted-gripped swords, claws, daggers, sickles and many other close range weapons. Their use of transformation magic is much more advanced as well, allowing the ladies to completely transform into the aforementioned insects.
House Rostarn: House Rostarn is a patriarchal one that believes women are only good for bearing children and servicing their men. As such slaves are predominately female, while free women are obligated to cover up in thick robes and are kept as trophy wives to provide their husbands with strong sons. Battle is considered a sacred endeavor to this house as they patron Kratos the 'God of Conquest'. Due to this, House Rostarn has been known to wage war for the sheer thrill of battle and victory. Their color is often mistaken for gold, but is actually orichalcum, which they make armor and weapons from
Their soldiers use a lance and shield and have been known to throw said lances great distances with considerable force. The lance can also be teleported back to them and chained in rapid fire.
The actual nobles of the house use a lot of brutish weapons, spears, swords, hammers/maces, heavy gauntlets , and have been known to alter the shape of the weapon used, such as it's length, size, etc. They also supplement their strikes with various elemental enchantments to increase damage.
House Kena: House Kena is one of mages. Little is known about them, except that they are probably the only organization outside the Temples of Blood and Abyss that practice more in depth magic. They are somewhat reclusive, putting little concern to politics and usually engage in war as a convenient means of acquiring corpses for their study. Their color is green symbolizing the necromantic energy they use.
Their army is nicknamed 'Horsemen of the Dead', as they employ the use of undead horses that travel unnaturally fast. The common soldiers make use of various entropic magics, allowing them to twist their victims minds with horrid illusions or weaken them with debilitating hexes, as well as blast them with flame and frost magics.
The nobles' fighting arts combines magic with melee combat, using a small arsenal of axes, scythes, staves, wands, etc. Their magic allows them to devour one's lifeforce to fuel necromany spells, creating all sorts of undead creatures.
House Colo: The biggest slavers in Szithlu, most of the black market slave trade goes through them. As such their slaves or 'personnel' as they call them, tends to be more exotic, including races from all over Jigu. Their color is purple, symbolizing nobility.
Their fighting arts make equal use of melee and ranged combat. Common soldiers use a bow and arrow which is bladed for close combat use. These archers can also make their arrows split to rain down on enemies, home in on specific targets and can be charged with elemental effects. They also make use of airborne ships and chariots which are similar in use to tanks and can fire various elemental shots, most notably fire and electricity.
Nobles of House Colo make use of a large variety of weapons, including various types of firearms and cannons. These include chakrams and throwing knives of various shapes and sizes that are manipulated telepathically and fire arms that are integrated into melee weapons or worn on various parts of the body, such as the legs. House Colo has been known to use their slave-trade connections to steal weapons and techniques from other cultures, such as Saikoku or Akujui and integrating them into their martial techniques (though they will claim these were created by them).
Outside of these are the devil worshiping temples. While the Drow worship many devils, these devils tend to accept one of two types of sacrfices; blood and souls. As such, temples are separated between those whose devils demand sacrfices of blood or flesh, and those that demand the souls of others.
Abyss Temples: Temples worshiping the Abyss make much more use of 'Soul-Magic', using spells that effect one's spirit rather than their physical body. Captured spirits are either sacrificed to demons for boons and blessing or 'devoured' to fuel the caster's powers.
Clerics and champions of this temple can call upon the damned spirits of the abyss, known as 'Wraiths', to do their bidding. These magicks can also bend the spirits of recently killed opponents to the caster's will. Some of the more powerful clerics and champions have been known to rip the soul out of a living being.
Blood Temples: Temples worshiping Blood use blood magic, which can turn the blood of subjects or even that of the caster into a lethal weapon. This is done through either making the blood acidic and manipulating it in a manner similar to water magic, or making the blood poisonous to infect victims with a great number of afflictions (such as turning them into a living bomb).
The blood is also used in rituals to summon demons from the hellish realm, or consumed in order to heal the caster or empower their physical abilities. Most notably, partial shape-shifting is common amongst 'Reavers' who turn their limbs into various weapons or armor.
Use of Mysticism: Szithlu is one of the most mystically dependent nations in the world. Magic is needed to survive the harsh deserts and forests known as the 'Shadowlands' considering that the corrupt mana flowing out from the great “Hellshard” causes the local wildlife to mutate into many hideous forms, as well as unnatural superstorms constantly beat the landscape.
As aforementioned, the Drow were once Elves themselves, taking on a corrupted form in order to distinguish them. While their inborn connection to the mystic realm has been severed, another connection to the hellish realm has been established and genetically passed down. However, this does occasionally make a Drow susceptible to possession by demons of the hellish realm.
Szithlu magic societies do not use the Elven standard for categorizing magic, however many forms of elemental, restoration, alteration, alchemy and more are indeed used by Drows. All but the nobles and aristocrats of Szithlu society are forbidden to use magic.
The only way for a peasant to learn any form of magic would be to join one of the devil worshipping temples as an acolyte and train to become a cleric, champion or reaver. However, the process is extremely dangerous, and the usual politics and backstabbing are still quite common within these temples.
In place of modern gadgetry, various magic devices are used, such as crystals for surveillance and communication, cullish gates for transportation and so on.
Use of technology: The Drow spitefully shun the advanced technologies enjoyed by the rest of the world, believing it to be a crutch used by the “lesser races”. As such, technology in Szithlu has not evolved past that of the Steel Age which used the water wheel and basic clock-work.
Other nations: While these nations' governments are not actively involved in this conflict, it still bears mention them, as there tourists and immigrants hailing from them in some way.
Akujui: One of the oldest, largest and most technologically advanced civilizations on Jigu. Dwarves have been known for their in-born resistance to the mystic forces of the world. However, this also makes them incapable of magic and learning other mysticism such as Qi-gong and Telekinesis is nigh impossible. They have learned to make up for this through the use of rune-magic, which makes use of a written arcane language that bestows magical effects.
The Dwarves there have traditionally built their civilization into mountains, resulting in vast underground civilizations that span the almost the entire planet. As such, foreign embassies for Akujui in other nations appear in their mountains ranges. Much of the world's robotic technology comes from Akujui with various automatons and automated machines being developed there. Despite their strides in technology, the Dwarves are a stubborn and therefore conservative race. As such, their society is still separated into various castes, such as warriors, merchants, bards, etc. Recently, they have adopted an isolationist policy from the rest of the world. The reason for this is unknown.
Dragon Lands: Earth Dragons in Jigu have made their home in the frost covered mountains of northern Galea and the polar ice caps. The Dragon Lands' civilization is the most technologically primitive and most mystically dependent. However, the Dragon's wisdom and intellect are vast. They are also known to channel the vital essence of their bodies into power through a unique arcane language they call 'The Voice'. Dragon by-products are also highly priced for their toughness and resistance to magic.
While hunting dragons is both dangerous and illegal, some Dragons have allowed other sentient beings, such as Elves or Dwarves to make use of their bodies after they die. The Dragons are possibility the oldest race on Jigu, having existed long before the Stone Age and can live as long as a thousand years or more.
Dong Guojia: A nation set on Asia's eastern edge that neighbors Saikoku. Dong Guojia is a land of scholars, doctors, scientists and philosophers where intellect and education are highly valued. Those who are able to master several fields of study such as; art & music, science, mathimatical, literature, philosophy, medicine, martial arts and/or athletics and accomplish great achievements are awarded the title Duōcáiduōyì de rén (Renaissance Man). Best known for its advances in the medicine field by combining traditional medicine with modern medical sciences; people from around the world come to Dong Guojia to study at one of its many medical schools.
This country makes equal use of technology and mysticism, Qi-based bending arts being commonly used for travel, trade work, medicine and much more. While once revered for its martial arts, Dong Guojia has been in a pacifist age for at least a century, having disbanned its military. The martial arts community is undergoing a contemporary movement that is relinventing martial arts as a sport and/or performance art.
Meanwhile, schools that still martial application to techniques have fallen into decline due to lack of popularity. Many teachers have left Dong Guojia in hopes of finding a place where their combative knowledge would be appreciated.
Timog: To the south of Asia, neighboring Saikoku and Dong Guojia is Timog which is made up of many islands. Originally the islands of Timog were rife with dense jungles and rain forests, but in the wake of a new Dictatorship almost a century ago, they were all destroyed to build sprawling cities and industrial plants.
Since then traditional Timog tribal culture was harshly suppressed, including religion, mysticism, martial arts and more in favor of a capitalist and materialistic culture that favored wealth and status. It is currently one of the richest nations in the world and relies completely on technology. While any use of mysticism is banned, the often snobbish citizens dismiss it as superstitious nonsense. However, there are some secrets the government is keeping there.
Atlantis: Just as Akujui spans across the underground of the world, the mermaid nation of Atlantis spans the entire ocean floor. This makes it one of the largest nations in the world, with embassies in beaches and coastal cities all over the world. Despite this, the mermaids (and mermen, if you count males) tend to keep to themselves and seem a bit timid around other races.
In the days of antiquity, mermaids were hunted as their blood was a key ingredient in most immortality elixers. While the practice has been banned world-wide, mermaid blood is still the most expensive item on the international black market. Mermaids are also shot on-sight in Timog as they are considered mystic creatures.
Just as Elves have a natural connection with surface animals, the mermaids have a natural connection with the creatures of the sea. They are also very adept at water magic and sorcery. A popular export from Atlantis is Orichalcum, which the mermaids use for a variety of purposes from construction to weapons.
Kemet: The main social power on the continent, Manlande. Kemet is one of the most technologically advanced nations in the world, rivaled only by Akujiu. The advancements of the anthropomorphic jackals (just called Jackals), such as the electric coil and the hover vehicles has led to the cyber age Jigu is currently set in. While extremely technologically advanced, mysticism is still somewhat moderate, sorcery and psychic powers being taught in a select number of academies and institutions. As of late, the Kemet government has put much of its focus on its space exploration projects. They are also attempting to create a new power source in the form of a particle generator. However, this is still in development.
Your character: As aforementioned, your character will either be someone in Hasari-citizen or tourist- attempting to survive the sequence of events and/or mount a rebellion, or a member of Saikoku's armed forces who volunteered to follow his Warrior King Jakku to Hasari to slay Emporer Orgallagh.
While starting off separately, these two forces will eventually join together to finally oust the Szithlu forces from Hasari. Now, beyond the plot imposed limits-such as members of Saikoku's Armed forces can only be male-your character can be anything you want within reason.
As such, I'm only accepting one Archmage or Grandmaster fighter in this roleplay, so if you wish to have a powerful character, you must act quickly. However, ridiculously powerful mary/marty-sue characters still will not be accepted. If you have questions or concerns, please do not hesitate to ask.
- Name/Alias: Obviously the character's name and whatever alias(es) they go by
- Gender: Whether your character is male or female. Transgender, hermaphrodite and gender-bending characters are also accepted.
- Race/Nationality:You character can be Human, Elf, Dwarf, Jackal, Mermaid, some hybrid of these, or Dragon/What country your character is a citizen of.
- Age: Obviously how old your character is.
- Appearance: Be as descriptive as possible with this. Pictures are also accepted, but please include any information you feel the picture can not convey alone.
- Known Relationships: What immediate family and friends or other relationships worth noting your character has and their current status, especially important to characters who are citizens of Hasari.
- Sexuality: Is your character heterosexual, homosexual, bisexual, pansexual, etc. Most nations in Jigu do not discriminate sexual preference, except perhaps Akujui.
- Occupation: What does your character do for a living? If you are playing a Bushi of Saikoku's Armed forces, then your role there goes here. Do keep in mind, members of Saikoku's armed forces all have to fight at some point or another.
- Personality: What kind of person is your character? What quirks do they have? What beliefs do they entertain?
- Background: Your character's life's story and personal history goes here. While details are appreciated, please keep concise and to the point. We're not looking for a whole novel here.
- Skills: What is your character good at? Mundane skills, mystical abilities as well as your character's fighting style also go here.
- Inventory: What your character has on them. Mundane objects such as tools, camping equipment, etc, magical items and armor & weapons all go here. If you are playing as a member of the Saikoku Armed Forces or Hasari Royal Army, refer to the military sections of Hasari and Saikoku in the setting information section.
- Misc: Any other information that could not be adequately explained in any other part of the character sheet.