Long ago, on the southern tip of the deserts of Conjuska, there was once a prosperous kingdom, ruled by the jackal race known as the fazil. Long before the races of men, elf, or even the fenrir could begin building their kingdoms, the fazil had built their dynasty and ruled over their lands peacefully. However, one day, the entire kingdom was quiet. Men of the northern deserts descended south, only to find the sands turned to an ashen grey, and a wall of shimmering air separating the grey from the golden sands. Any who passed through never returned.
Several centuries have passed, and the tales of the fazil and the Veil have become more and more fantastical and whimsical, making them out to be the wealthiest creatures in existence, and the Veil was their way of keeping that wealth to themselves. Others speculate that the gods cursed them, long ago. And still others believe it was a magical experiment gone wrong. Whatever the case, the Veil and the lands beyond, known as the Twilight Desert, remain mysterious and forbidden. However, this has not stopped several expeditions into the Veil. Unfortunately, none have returned. But a lust for money, knowledge, and power have continued to lead scholars and warriors down into the Veil, hoping to succeed where others have failed. Will you be the one to shift the curse on the Twilight Desert, or will you be just another skull in those grey sands?
The country of Arlejj is the largest, at least, when speaking of land. The tundra is harsh, and little other than fishing in the North Sea or hunting can be done anywhere other than the far south, where only the hardiest crops can be grown. Vegetation is restricted to pines and hardy shrubbery in the northern part, while some grasses and other weeds have managed to grow near the southern border. It is home to the fenrir, a race of wolfmen, who have built a mighty empire out of the warring tribes of wanderers. Warlord Karrov, who later became Tsar Karrov, conquered the other tribes through might and diplomacy, and commissioned the city of Karlathine, the City of Stone, to be built out of the mountainside. He, and his next two successors, died before it could be completed. Now, it is the center of Arlejj's politics, and home to some of the greatest warriors to have ever lived. Much of their culture centers around their surroundings. Fishing, farming, and, to many men's disbelief, mammoth herding, are the main occupations for the average man outside of the great cities. Within the cities, guards, soldiers, merchants, and nobles make up the bulk of the populace, along with anyone else who can afford a home within their walls.
Aeribis is the second largest, and takes up two-thirds of the middle section of Tenint. To it's west is it's sister nation Ezdenah, with Conjuska to the south and Arlejj to the north. Aeribis was founded by settlers coming north from Conjuska. Most arrived and stayed in the southern sections of Aeribis and Ezdenah, where the rolling plains most resembled that of northern Conjuska. The ferral let the humans be, as they didn't enter the forests, nor disturb any of the ferral clans that wandered the plains. It wasn't for hundreds of years that the humans began pushing north into the forests, and either destroyed or absorbed the tribes that they rolled over. Fifty years of conquest led to the foundation of the Kingdom of Aeribis and it's secession from Conjuska. Centuries later, the kingdom went through a bloody civil war, which led to the execution of most of the nobility, and the foundation of the Senate. The Senate, however, is still mostly human, with only a few of the other races being able to hold a spot as a Senator.
The nation of Ezdenah was formed under the Magisters of the ferral clans. It once spanned the entirety of modern day Ezdenah and Aeribis, with a few holdings even in Arlejj and Conjuska. It was originally founded by the chiefs of the two greatest clans, which was more of a truce than anything. Though, after a few decades, the two eventually became one, and other clans joined the new confederation. After nearly a century after the original two clans' treaty, nearly every other clan had joined and sent their chiefs to the newly established capital, where they paid homage to the two dragon gods, Akbal of Destruction and Zehrn of Creation. And for many years, the chiefs ruled jointly over all the clans. It wasn't until the human push into the forests that the peace was disturbed. Many of the clans were either destroyed or absorbed into Aeribis. Those who resisted became what is now modern day Ezdenah. The country is more tightly run by the chiefs, now called magisters, than it was before.
The desert nation of Conjuska is considered the origin of the human race. The great pharaohs of Conjuska have ruled the deserts for as long as anyone can remember, even before the fenrir of Arlejj formed their kingdom in the far north. The people have always been the religious sort, and have always been the kind to use the "lesser races" however they see fit. The elves once had a nation in the plains that stretched across northern Conjuska. The pharaoh's army tore it apart, massacred most of the populace, and enslaved what was left. The ones who escaped fled north, and were welcomed into the ferral clans and fenrir tribes. It was also responsible for the colonists in southern Ezdenah and the subsequent conquest, though was stunned by the succession of Aeribis. The war that followed was long and bloody, but, unable to secure the aid of what was left of Ezdenah, nor able to stand against Aeribis's new allies in Arlejj, Conjuska eventually backed down. Now, they are still a great power, and the last of the nations to utilize slavery, and is the home of the Cult of Tiej.
The Twilight Desert is the area that encompasses the southern-most tip of Conjuska, roughly one-tenth the size of the rest of the country. Long ago, the area was ruled by a race of jackal-men, the thos, who were cousins of the fenrir of Arlejj. Thousands of years ago, long before either human or fenrir created their kingdoms, the thos were united under their own pharaoh, far away from the humans and elves of the northern deserts and plains. The area was once a lush paradise, with plenty of oases, and great cities were built upon these sources of food and water, that rare, sweet commodity in the sands. But, for an unknown reason, one day the entire area turned grey - or, at least, what can be seen from outside the Veil is grey. The sand has lost all it's color, leaving it a dull, lifeless color. The Veil is a magical force that shimmers between Conjuska and the Twilight Desert, a warning to all outsiders. No one that has gone inside the Veil has ever returned.
Magic works in a very specific way. All magic takes energy to do a task, whether it be to launch a ball of fire, turn someone invisible, or to mend wounds. This energy can be taken from the environment around the mage, though, be warned, that can lead to death in the plant and wildlife. It can also be drained from other mortals and immortals, though that is considered a crime, and also takes a great deal of practice, since you are taking energy from a sapient being rather than a plant or animal. The most common source of energy is the mage him or herself, as it is the most readily available; this course of action can lead to the spellcaster's death if they expend too much of their energy in one sitting. To do more powerful spells, it is recommended to either have multiple mages, or have a ready source of energy. Many mages take to storing energy in everyday items, such as rings, amulets, and other things of the like. A staff can be charged to do a certain function by enchanting it, which takes a great deal of energy to do. Whether this function is to cause bursts of lightning or even enhance a mage's abilities, is up to the enchanter.
During the creation of the object (armor, weapon, trinket, etc.) spells are woven into an object, trapping energy into it. The item would also have some way of replenishing said energy, which would rely on the same sources as a mage using energy to power their spells. However, it would use such miniscule amounts if it was, say, a sword enchanted to burst into flames, the spells woven in would likely regulate the usage of it to where the energy within the blade would likely never run out as it is replenishing while it is being used.
The human race is likely one of the younger races of Tenint, although this cannot be confirmed, considering how long everyone has been around. It is, however, the most plentiful of the races. Originating in the deserts of Conjuska, the humans quickly united under the first of the pharaohs, who, according to legend and rumor, was aided by angels from the Higher Plain. What was established was the first great power of Tenint, and the start of the Cult of Tiej in the Mortal Plain. Centuries later, humans destroyed the elven kingdom and enslaved the majority of their race, as they believed was their birthright. Now, humans still control Conjuska, and the new republic of Aeribis is still controlled mostly by man, despite the claims of democracy. Humans are much a jack of all trades race, being extremely varied in their appearances and skills.
The elves were once a proud and strong race, though their numbers were always small. When they were in their height, they were neighbors and friends to the ferral clans, and great peace ensued, causing the elves to lower their guard and have a relatively small army on hand. When humans came, elves thought they would be like the ferral, and so they welcomed the short lived race with open arms. In thanks, they were butchered and enslaved. The remnants of the elves have been either enslaved or ran off to live with the ferral and fenrir of the north. Since the formation of the Aeribis Republic and Ezdenah's Magistry, elves have been given the chance to rule in both countries, as they have been welcomed fully into ferral cultures, and the fair elections of Aeribis give all a chance to rule. Elves live for centuries, many free elves reaching one thousand before dying, though many enslaved are lucky to reach two hundred before being worked to death. They are also physically smaller than humans, but are much quicker because of it.
Ferrals are a bestial race of humanoids who have inhabited modern day Ezdenah and Aeribis for longer than anyone can remember. Long ago, the ferrals were split into over a hundred clans, and were allies - in a sense - with the elves that lived between them and the humans. They lived in harmony with nature and worshiped the dragons Akbal and Zehrn, who embodied destruction and creation, respectively. It wasn't until the destruction of the elven kingdom that the ferrals decided to change their ways and unite under one banner, forming the Magistry and creating a standard army. However, this was still not enough, as the humans were able to beat them out of most of their former holdings until they became less than half of what they had been before. Now, the ferrals mostly keep to themselves in Ezdenah, although there are plenty that live in Aeribis, hoping to take a seat in the Senate and forge new alliances between the ferral and human races. Ferral are humanoid in shape, and covered in a thick layer of fur, with sharp teeth and claws. They are bipedal, though their legs are bent the opposite way of a human's, much like an animals. Their arms reach down to their knees, and so are long enough to where the ferrals can run all all four limbs if necessary. They are animalistic in nature, and rely heavily on instinct. Despite this, they are the most gifted in magic, every one of them having at least a little talent in the magical arts.
The fenrir are a wolflike people who live in the frozen tundra of Arlejj. Practically giants among the other races, the average fenrir stands at around seven feet tall, while the largest have been recorded to make it all the way to ten feet, although that is very rare. Millennia of life in the frozen lands have hardened them to the elements, and have forced their fur to pile on thick. While this is a great boon, it has also made it nigh on impossible for any to live down south in Conjuska, as they'd fry in their own skin. They are also a quick tempered race, and are quick to violence if they don't have to willpower to force down their tempers. Despite all this, Arlejj has had relatively few wars with other nations since its founding, the most notable being Aeribis's succession from Conjuska, when the fenrir shock troops razed Conjuska's army and nearly brought the kingdom to its knees. Since then, fenrir and the humans of the south have had a very grudging, almost hateful, relationship with each other. Fenrir resemble werewolves, but much less feral, and with shorter arms than the bestial subspecies, their arms only going down to their hips.
The imps are a race of subterranean humanoids that once tried to inhabit the caverns and caves of the mountains that run the length of Tenint's western edge. Imps originated within the Lower Plains, living beneath the earth, far below the daemons of the surface. Many were allowed to migrate to the Mortal Plain, hoping to build new strongholds beneath the mountains. However, with no source of light like the caverns of the Lower Plains had, many were forced to head out into Ezdenah, Aeribis, and Arlejj. The squat, warlike race was welcomed in the north, and even Aeribis allowed them to stay. Ezdenah, wary of outsiders, sent them eastward or north into the other nations. Those few that went south into the desert were either enslaved or killed off as "abominations". Imps are short and squat, most being around four feet in height, with pale skin, close to white in color. If it wasn't for their angular features, they could be mistaken for the ancient dwarves; imps resemble elves more than they do dwarves, although imps are able to grow beards unlike the elves. Imps are, unfortunately, even more shortlived than humans, most dying around fifty or sixty. They are extremely warlike, and most will take up jobs as soldiers, mercenaries, or smiths.
Dragons are a rare species in Tenint anymore. They had always been few in number, but today they are almost never seen. Many centuries ago, groups of mortals, and even a few daemons, began hunting down dragons that had been terrorizing the lands. The group quickly became a large order, and this group of dragon slayers began the long hunt for all dragons. Ezdenah was the only one who opposed it, since their gods were dragons themselves. This, however, did not stop the purge. Today, the only dragons left are terrible titans of unimaginable power and strength. If anyone was able to defeat one, they would be praised as a god among men, though it would take the armies of all four nations to take down a single dragon. The mightiest of the dragons, Zehrn and Akbal, were dubbed the dragons of Creation and Destruction. Zehrn was attributed with the creation of the Mortal Plain, and ferrals in particular, and also was the creator of necromancy, as he despised it when something he created would die. Akbal, feeling this a breach on his turf, fought Zehrn on it. This civil war of the ferrals was amidst the human takeover of Aeribis, and is attributed as the reason so much land was lost. In the end, Akbal and Zehrn left Ezdenah, and have been gone ever since. Many ferrals mourn the loss of their gods, though they continue to worship the pair.
Angels: The race of the Higher Plains, angels are giants with great power in magic. The only ones that could look them in the eye would be fenrir and daemons. Angels are light skinned, with heads of flowing blonde hair. In all accounts, their natural form is nothing if not beautiful, even the men being described as such, and they give off a faint glow, as if light pours from their skin. Angels serve King Tiej, who is revered by them and many humans as a god. Their goal in the Mortal Plain is to expand Tiej's influence and worship, to bring peace and harmony among the mortals. Despite being called immortals, angels can be killed with weapons and poison like any other, though they will never age past their prime.
Daemons: The polar opposites of the angels, daemons are similar in height and power to the angels. Daemons have black or dark grey skin, with silvery or white hair covering their heads. They believe in no such things as gods, other than the Fateweaver, whom they believe created all. Despite that, they do not worship him, though they do acknowledge his power over them. Daemons in the Mortal Plain work against the angels, trying to bring down the Cult of Tiej. They believe in free will and choice, but they do not believe that worshiping Tiej is truly an option, as they know exactly his ways of ruling, and will not allow it to happen to the Mortal Plain. Many daemons have been welcomed in the courts of Arlejj and Ezdenah, as they are the main opposition to the Cult of Tiej.
All immortals can change shape at will, though most angels will remain in their natural form. Daemons usually change shape to resemble the ones whom they are staying with at the time, though most often they tend to resemble humans or elves when they enter to the Mortal Plain, as to not arouse suspicion to what they are. A daemon or angel who has changed shape is impossible to be told apart from a mortal in their appearance, although the way they speak or act may give them away to the trained eye.
The Fateweaver is regarded as the ultimate power in the universe. He - or, more appropriately, it - is the most powerful, and the oldest being to exist. It is widely known that it was he who created the Higher, Lower, and Mortal Plains, and he is also attributed with the creation of angels, daemons, and imps, and is even given credit with the creation of the elves, though Zehrn is credited with giving life to the Mortal Plain. He also knows the fate - or rather, all possible fates - of each and every mortal and immortal, though very rarely does he do anything to push a person to or from a certain fate. Before any angels or daemons, or even imps, are allowed into the Mortal Plains, the Fateweaver looks at all the possible fates this person has. If it has anything in store for the Mortal Plain that the mortals can't cope with, they are denied access. Otherwise, they are allowed in. However, despite his great power, only the daemons and imps revere him as the greatest deity, and even they do not worship him.
From lowest to highest: Iron, lowest quality; Steel, standard equipment for civilians and all nations other than Ezdenah; Bronze-alloy, standard equipment for Ezdenah soliders; Malachite, light material, not used for heavy armors; Orichalcum, standard for Imps; Silverite, standard for Daemons/Angels; Ebony, rare, saved for elite soldiers and nobility; Dragonbone, extremely rare, almost impossible to find.
The Tower of Magi is a place where men and women of any race or background can come to learn more about magic and how it works. It is located in Ezdenah, just a mile outside the capital city. Technically, it is outside the jurisdiction of any government, as it is, in all technicalities, a university for up and coming mages of all calibers, though Ezdenah does take taxes from the Tower, and sends patrols out to it, for safety reasons. While the Tower mostly deals with research and teaching, it does occasionally deal in mercenary work, if the right person is approached and they are willing - normally, when one accepts mercenary work, it is so that they can test out new spells or the like. Many court wizards and famous mages are taught by the Tower of Magi. Of course, infamous mages have also come from the Tower, and this has earned it some ire from Arlejj, who puts little stock in magic. The Tower is run by a single Archmage, who is the wisest and most talented of the mages in the most schools of magic.
The Thieves Guild is probably one of the largest organizations on Tenint, much to the dismay of its inhabitants. It spans across all four countries, and consists of thieves, cutthroats, graverobbers, bandits, and pickpockets. The Thieves Guild originally began as a small guild within Conjuska, and was dedicated to the betterment of its members, and the poor and homeless. Over the years, it expanded into Aeribis, Arlejj, and finally Ezdenah. As it grew, it went farther and farther from its original purpose, and became a den of criminals who only cared for getting rich, no matter what the cost. Bandit clans, pirate crews, and individual cutthroats that don't care how they get the money became common in branches of the Thieves Guild that inhabited the outskirts of society, while the more skilled members stick to the larger cities. It is rumored that the poor and homeless still have knowledge of who to contact to get in with the Guild.
The word "occisor" is a word in the feral tongue that means "murderer". Though the language is long dead, the mercenary group of Occisor thrives still today. Originally, the organization was created to hunt down the dragons of old, and was made up of the greatest warriors and tacticians of all of Tenint. The group became an army, and the army hunted the dragons to near extinction, sending what was left into hiding. Now, though, Occisor, is much less respectable, and will allow just about anyone that can swing a weapon in, and will take just about any job, no matter how demeaning, so long as it involves combat. They are also known to take on the less respectable contracts that most freelancers would avoid, and have the numbers other groups lack. If need be, they would bring the entirety of Occisor as an army to a single contract if the price was high enough. Though, if the dragons ever did return, no one could rely on Occisor to act as it had all those centuries ago.
Race: (Fenrir, imp, human, elf, or ferral? No angels or daemons, nor spirits.)
Age: (Take into account the race you are playing when putting this in.)
Appearance: (Picture or description, or both if you really want to.)
Bio: (Optional, though it is nice to have one thought up. Any questions on certain points, ask me, and I'll fill you in.)
Skills: (What is your character good at? Please nothing absurdly powerful, but I trust you enough. If it is powerful, please put in some sort of explanation as to why you can use it.)
Equipment: (What do you currently have with you? This does not include food/drink, as that will be a part of the expedition as a whole.)
Notable Accomplishments: (Also optional. Just state anything impressive that your character has done. Does not include family ties.)
Personality: (What do they act like? What are they really like?)
For the story? You are part of an expedition (your reasoning as to why is your own) into the Twilight Desert, the place where no man has ever returned from. Within the desert is rumored to be vast riches, ancient magical artifacts of untold power, and technology the lacks have not been seen by the inhabitants of the rest of Tenint. I have most of what will happen in the Twilight Desert in mind, and the little I don't can be easily filled in as I go along.
As for your characters, you can make them however you wish, so long as they are not over powered, and, if they are, I want you to PM me a very legitimate argument as to why the character is so powerful, and at least one limit on them as a whole.
Another thing, for any who check this thread. I will not be there to hold your hand. If I make a character, it will be under the same constraints as you. I will be actively trying to kill you, and it will be up to you to see how far into the RP you can make it. If you make it to the end, bravo, you've beaten me. If not, I will have no mercy upon your character, and there will be no do-overs. I won't ask you permission to kill you. I will simply note the attack, and you must find a way out of it and escape or fight back. If you are unable to do so, then you die, no arguments. I won't be actively hunting for reasons to kill you, but I have events planned that will be made to kill at least one of you. If you are targeted, don't take it personally - it was likely a random choice. Don't feel bad and don't take it against me. Now, any more questions?