In a world alternate to our own, where technology has reached much higher than Earth's, a long-kept secret is about to resurface. Six individuals known as the Keepers hold within them the power to change fate: The gods themselves.
Hosting the elements of Earth, Air, Fire, Water, Light, and Void, the Keepers have been kept secret from the world for centuries. Their existence prevents a war between the gods and its accompanying apocalypse, and their secrecy prevents one among men.
The world began when the First God sought light in the endless darkness of the universe. The land known as Terros became the home of God’s decided base elements: Earth, Air, Fire, Water, Light, and Void. On Terros, these elements gave rise to an unexpected variable: Life. Even for an all-powerful being, both regulating all the fundamental elements and observing life became taxing. Eventually, God decided to create six seperate beings to preside over each of the basic elements, each with a portion of his power. The six elemental gods were born. For centuries, this system of separate elemental deities worked well. Humans, the first sentient race, grew to recognize and worship their gods, and built shrines and idols in their honor.
However, conflict arose among humanity from the favoring of certain gods and ideals. Wars were fought and blood was shed. The friction did not appear in humans alone however: The gods themselves began their own contention. Each having their own personality and opinion, they bickered and fought much like humanity; their underlings. In the two-thousandth year of Terros, the gods of Light and Void began a destructive battle, and the other gods were forced to take sides. The god of Life—the First God—urged the others to stop their fighting for the sake of the world they’d created. No matter how desperate his pleas though, the fighting did not cease. Terros was ravaged by the resulting storms, earthquakes, tsunamis, and fires caused by the conflict. Unable to stop his brethren himself, the First God went to humanity. In desperation, he chose six of the strongest-willed humans to serve as Keepers of the gods--containers for their power and will. So, through several complex rituals and the sacrifice of the god of Life himself, the elementals were sealed away inside of six human beings.
With the success of this plan, the age of gods came to an end. Humans became the masters of their own destinies. Technology flourished and lasting peace through societal advancement was achieved on Terros.
KEEPERS AND THE ELEMENTAL ORDERS
The ability to host a god is passed down through bloodlines, but gods are always passed down to the keeper candidate with the strongest affinity for being a host, not just descendants of previous Keepers. One or two Keeper candidates are recruited once every five years to ensure that there is always a "back-up" if the current Keeper's life meets an undue end. In order to transfer gods between vessels, a complex seventy-hour ritual with both the new and old keepers together is required. The Sealing Ritual varies among elemental orders, but the same basic elements apply.
As a Keeper, one shares his/her consciousness with the god he/she is hosting. The Keeper and god can freely speak to one another through thought, and may struggle for control of the god’s powers or, in extreme cases, the host’s body. Struggles like this are uncommon nowadays, unless one of the more rebellious gods senses weakness in its host. A Keeper who is in total control can also manipulate, or even create, the element of his/her hosted god. Keepers may also live for several hundred years because of the god of Life's power passed down from the original sealing.
There are six sacred temples secluded in the most isolated regions in the world where a secret order for each Keeper resides. Their purpose is to both protect and hide the existence of their godly host. Candidates for the next generation of Keepers are raised and trained rigorously in their temple for several years until they reach the age of twenty, when their mental and physical abilities should be at their peak. Those not considered as ideal hosts are integrated into the temple order as Acolytes. Viable Keeper candidates are considered so until they reach the age of twenty-six, when their bodies are no longer in absolute perfect condition. There are several exceptions to these processes in history, but they are very rare.
The temples themselves are funded and, at times, protected by the governments of the nations they reside in. Nowadays, the Terros World Council is in charge of most things related to the six orders, and for the last decade even world leaders have been excluded from this circle of knowledge. Often times, the more peaceful temples are assigned military protection from outside threats. Temples who are more inclined to self defense raise their own protection using the weaponry of the current age.
Light: The god of Light, Lumus is the most arrogant of the Six. He thinks of himself as the most important, giving the gifts of sight and colors to Humanity. Because of the association of light with good, Lumus thinks he cannot be wrong. Since humans never directly met him, Lumus was the most loved of the gods besides the First.
Void: Skotos, the god of Void, or the lack of matter and light, is the loneliest god, and possibly the angriest. Among humans, Skotos was feared because he represented the unknown. Seemingly the least important among his godly peers, a deep-seeded hatred of both humans and the other gods—especially Lumus, their most-loved god—grew within Skotos. This was likely the reason for the war among the gods.
Air: Aerema, the god of Air, is the most mischievous and care-free of the gods. In the age of gods, she would often play tricks on humans—and sometimes go too far—making them hear things, destroy property with great winds and tornados, et cetera. In the war, she sided with Skotos because she hated Lumus’s hubris and bad manners.
Earth: Chóm, god of earth was the most serious and “down-to-earth” of the gods. He took his duties as a god very seriously, and was most grateful to the First. One could say he was the exact opposite of Aerema, so he sided with Lumus, and against her.
Fire: Igniri, god of fire, fits her stereotypical role the best. She is indeed “fiery” and perhaps the godly equivalent to a femme fatale. She is not afraid to speak her mind or share her feelings, but is also no stranger to deception and manipulation. She most likely sided with Skotos in the war because it suited her mood at the time.
Water: Lacura, god of water, is the gentle, caring soul among the gods. Like the First God, she objected greatly to the gods’ fighting due to her love for both the world and her fellow gods. In the end, she was forced to side with Lumus in hopes of ending the fighting, finding his side more just.
Life: The First God that gave birth to the world has no official name. Humans called him Vivus, but the god of life never recognized himself with any particular name. It is said that the First’s love for all things transcended comprehension. This is evident by his willingness to sacrifice himself and his fellow gods to preserve the balance of the world. Because of his apparent death, there are no Keepers of Life. However, all Keepers retain part of his power, giving them accelerated healing and reduced aging.
THE WORLD AND THE COUNCIL
There are nine prevalent nations in the world of Terros: Altar, Medrin, Bahara, North and South Demica, The Tergil Federation, The Verthall Republic, Edgemia, and the Tenebra Confederacy. Although each has its own laws, regulations, and societal norms, all nine participate in the the Terros World Council, or TWC. The TWC has twenty-one representatives--three from each country--who set international laws and policies.
Terros's society could be described as both more and less advanced than our own. Cities, especially capitals, tower far above and span much wider than Earth's. Personal vehicles are no longer bounded by gravity: Now known as Sky Chariots (Skyvers for short), they add the third dimension to traffic, and are often automated for passenger safety. Medical tech has been revolutionized by surgical Virtual Intelligence (VI) and Organic Tissue Regeneration (OT Regen, OTR, Tis-Reg).
However, the lasting peace, despite its times of instability, has left the demand for weaponry and defense wanting. Automatic weapons are a recent development, still requiring cranks an multiple barrels for firing. Guns are normally sold by independent gunsmiths rather than large companies. Firearms available to the public are rarely more advanced than flintlock-type, while more wealthy gun-owners may have multi-chamber revolver weapons. Other than firearms, blades and melee weapons are more common for self defense. In nations such as Edgemia, it is common to see men walking around with both a long sword and flintlock pistol.
Since war has been almost nonexistent for centuries, lots of conflict between nations has been settled behind the scenes by privately hired mercenaries acting under no particular flag. The use of such tactics is well-known; some see the practice as a cowardly way to avoid direct conflict, while others see the necessity of it to prevent war. In a large-scale clash of paid forces forty years ago, Verthall and Tergil began raising national armies and prepared for legitimate war. As other nations chose allegiance in the conflict, a world war was on the brink of emergence. The intervention of the Western Trio and its proposition of a world political council was the only thing to dissuade the war. To this day however, mercenaries are hired anonymously to serve certain nations' interests.
A large island located just north of Verthall, Tenebra is home to the temple of Skotos, the god of the Void. A river runs through nearly the center of the beautiful plains, located just near Zeann, the capitol. *SEE MAP*
Yorzack Unther: An older man, long-beared and wise, Yorzack is much respected among the council. He is peaceful, and usually helps whenever a problem arises. Of the three representatives, he is one of the favorites of the Tenebra people.
Layla Santium: A newer representative, Layla is usually quiet and observing. She never says much at meetings, trusting Yorzack to make the right choices. A woman of pride, Layla is quick to stare you down if she thinks you are doing wrong, and has no problem speaking her mind if needed. This is rare, of course. Layla is more often calm and peaceful, if not always on gaurd.
Corolas Rix: Corolas has been a representative longer than Layla, but not as long as Yorzack. Unlike Layla, he is pretty talkative, enjoying engaging with the rest of the council. Though he is often making some good decisions, he also has a habit of causing a bit of trouble between other representatives. Yorzack and Layla always keep an eye on him.
The people of Tenebra are happy, fun-loving people. The southern part of the country is completely infested with technology, advanced to the point of curing cancer. The northern part of the country is focused more on agriculture and nature, growing the sweetest fruits and raising the most fertile cattle. The country as a whole keeps to itself, and the citizens within it are normally amiable, repectful and polite. They enjoy festivals, participating in games and drinking the finest wines created from their very own gardens.
There are some, though, that participate in dark rituals. These people are normally not spoken about in public. They make certain sacrifices to please the god Skotos, dressing up in dark, hideous costumes and leaving numerous, strange things on the steps of the temple. At times, they can be heard chanting in the middle of the night.
The three nations of Arterra--Altar, Medrin, and Bahara--get along very well, sharing many customs and ideals. Because of this, they practically have nine representatives as a single nation. This inherent swing vote is topic for many conflicts.
Location/Description: This nation is located on the northernmost point of the western continent. In it's south run a large desolate desert. In its north an untamed tundra. This intense climate and the wild nature of its territories has had a permanent affect on the culture and physical makeup of it's people.
Joey Grim: Joey is young and charismatic. He sees great possibilities for the future of his homeland and will do whatever he can to see his plans for it come to fruition. He was born in a small coastal village that has now grown to be one of the most bustling cities in the country. It handles 30% of the countries exports and imports. The fast growth he saw in his home town has contributed to his expectations for Altar's future. He is 23 and rather new to the political life. His natural charisma and speech skills have launched him to the position he is now in. Now that he has acquired the power to bring about the change he for see's he is unsure of what to do. He often seeks the other representatives for advice, but their age has taken most of their drive for change from them. Joey is feeling uninspired, but manages to push on tentatively for the people that entrusted him this position.
Walter Harris: He is the oldest and most stubborn man in politics to date. Completely against any view that is not the norm, he abhors change. His strictly conservative and stubborn nature has lost him popularity, but his ability to get the job done has gained him respect. His skill with management has launched the country into a new age of efficiency. His strict guidelines and control has allowed Altar to push forward in the development of production and distribution tactics. His past successes serve only to solidify his belief that his way is the only way. Once this man has chosen his side he sticks with it, believing that what a man says is what a man does; he is the master of the talk, and the walk.
Merriam Fenhrir: This old woman is wise and just, believing that equality is the highest priority in the world. She stands for peace and justice, voting for whatever she believes the most peaceful and fair option. She loves Joey's views for the future, but fears he will be too wrapped up in his own dreams to think of the common man. She often makes peace with all those around her easily. She is the only person known who can change Walter's mind.
Culture: Because of the harsh climate known to plague Altar's lands, the people have grown harsh over time. Most native Altaran's (All tear an's) Stand above six and a half feet and are heavily muscled. Despite this clear superiority in strength to other races Altaran's are very docile, often choosing peace over war. Each family seems to have a different style of sword/gun play that was passed down through the generations (some even mixing the two) and all enjoy to show off their skills at the weekly Festivals celebrated throughout the kingdom. These festivals (known as Pairings) involve heavy drinking, beautiful women, fantastic shows, and good times for all. 98 Pairings are held in a year. Pairings range greatly in variety from town to town, the dates being the only apparent consistency.
History (sub sections): Originally the land known now as Altar was simply a collection of nomadic tribes that had been brought under an alliance in order to defend against outside threats. It wasn't until the great convergence of Rammul that the nation began to show signs of banding together under a single banner. Rammul was was the Chieftain of the largest southern tribe. He took a campaign across the lands to gather the tribes. He managed to peacefully bring together all 98 tribes. Each night a new tribe was assimilated a great feast and celebration was held. It became known as the Pairing because of how each tribe was paired with Rammul's one by one, creating the nation known as Altar.
His Reign lasted 67 years before he died of old age and his son took over. His dynasty was the first and last of Altar. After a coup that took place 50 years ago, the nation became a republic, governed much similar to the way ancient rome was. It's current king is Edward Fromley, he is more of a figure head, and handles the planning and execution of the Pairings held across Altar.
Architecture: Most large cities are walled, the Architecture is mostly styled in an ancient Arabic styled architecture (Much like out of Aladdin) Technology is more hidden in Altar. Within the homes are advanced techs but the homes themselves have older building types. This style is the fault of Walter Harris, who believes it to be the most sturdy build type possible, and refuses to upgrade from what was originally built .
"If it lasted us this long, why change it?"
Medrin sits between its neighboring nations Altar and Bahara. The northernmost portion, taking up around a third of the land, is simply a large, barren desert with minimal vegetation and rainfall. The southeastern portion is covered by a dense forest, home to many undiscovered and borderline strange species. The capital, Roukai is located on the edge of Terros' largest lake.
Rep #1: Cether Anceon is one of the wisest men Medrin has to offer, even at the age of nearly seventy. He's a quiet and reserved individual with a love of justice he's well known for. He remains silent until he hears both sides of the matter, and only then does he pass a judgement, even if only to himself. The people of Medrin are quite fond of the old man, though some are starting to think he's going mad.
Rep #2: One of the newer representatives, Noel Theothanasia has remarkably achieved his position only at the rather young age of thirty-two. He's sly, cunning and much like Arika, slightly arrogant. He's skilled in manipulating people to meet his demands; however, he only has Medrin's best interests at heart.
Rep #3: Arika Anatael, a woman of nearly forty who holds herself up high and proud. She's renowned for her intelligence but due to that, she has developed a superiority complex that often irks the other two representatives. Arika is a realist, having a hard and harsh view on things, sometimes too harsh. She pushes her opinion on others with confidence, bordering on arrogance.
The people of Medrin are some of the most diverse one can encounter upon Terros. Their key physical features are their strong, athletic builds and wide variety of hair and eye colors. Most of the citizens were part of some tribe or the other and to this day still adorn themselves in colorful trinkets that signify their heritage, even those that now live in Roukai and the surrounding cities. The capital's crime rate is fairly low, with the people being pretty peaceful despite their slightly violent and fiery tendencies.
Those living nearest to and within the expansive desert remain unknown to an extent, and are viewed as bloodthirsty savages by outsiders. In truth, they're hardly 'savage', the only thing separating them from the others is their love for hunting in this world overtaken by science and technology. The groups of people living towards the forests have a similar culture, having some of the most colorful and attractive ways of dressing. Both these areas are littered with bustling, successful cities.
The citizens of central Medrin are outspoken and adventurous, many of them venturing far out in the wilderness and mountains no-one else would dare to. Roukai, despite its flourishing economy and highly advanced technology, remains one of the most diverse capitals in Terros, yet retains its ancient culture and heritage.
Bahara: The Democratic Monarchy
1st Representative: King Lyon III ; He is the current king of Baharra and the third of his lineage, he is also the first king to be allowed representative status in the country. In previous cases the Monarchy was forbade from participation, but what has been described as an unavoidable circumstance has landed him the position. Not much is truly known about him. He looks the and acts the part. His country adores him, and all around him feel at ease. Yet, to the trained eye, one can catch a strange aura from him. This macabre feeling he seems to exude has many in the council on their toes. While his bright and cheerful nature greatly overshadow this, those who are newly introduced to him can't help but feel something is off. He is in his forties.
2nd: Mariah Feller; She is very calm and a collected. Her position as head of the royal guard has launched her to this title and her professionalism has kept her there. She always makes the most rational and productive decisions and manages to keep calm in most every situation. She always has the nations interest in mind and is one of the leading faces on the council at the moment. Her loyalty to the Monarchy comes first however, and her decisions never go against the will of her lord. She is twenty three.
3rd: Gore Manila; He is about 80. He is the current archbishop and is usually seen in his hooded robes. He is a very selfish and twisted man, he recently took over from the departed archbishop Paula IV. She was an honest and kind hearted woman. She died of unknown causes.
Gore on the other hand only thinks about himself, and plot and ploys at every twist and turn. He has practices the dark arts in his spare time and influences many areas of parliament.
He is always seen at the kings left side. While Mariah can be seen at the King's right.
The Politics of Bahara are very simple, yet extremely revolutionary. The king and his/her advisers rule and manage the country. There are from 7 to 16 advisers at any given time and each one holds a title and an area they are to manage. (IE: Knight commander is in charge of military and Archbishop is in charge of religious dealings) the King/Queen chooses their advisers and always has the final say on matters of change or great importance. The king however, is elected by the people in a country wide vote. This vote can be held at any time the Monarch shows incompetence or foolishness. It is the kings advisers who have the duty of enforcing the outcome of this vote. For this reason any past King's advisers keep their position for up to one year before the King/Queen can replace them.
The people of Bahara are sailors by blood mostly, making it the foremost trading nations in the world. The Seas of Baharra are untamed, pirates and military are constantly fighting for control as merchants try their best to keep their trade routes. Jeremy Malborne is the current Merchant Lord. In his time at office Pirate related activities have fallen to a minimum and the seas have calmed down for the most part.
The Isle's that dot Bahara's seas are described as paradise by most every visitor. For this reason Baharra is also the foremost leader in tourism. These reasons have caused it to be one of the richest and most powerful nations in the world. It has little to no poverty and its people live happily. Bahara is considered the leader of the western trio, even though that is not necessarily the case.
Once the singular nation of Demica, the North and South are now divided over a century-old altercation. Forty years ago, there was some talk of rejoining the two, but the formation of the Council kept them separate: both wanted three representatives each.
LOCATION: North of South Demica and borders the Verthall Republic to its east. Its not as resource rich as its sister South Demica, but the nation does have a large amount of rare earth minerals. The split between North and South Demica was partially over resources and territory rights between the provinces. It relies on the run off and extensive irrigation of the river for its fertile land.
Rep #1: Moris Kathan is known as a shark even among his colleagues. He rose to this position determined to advance his political career and make sure North Demica is a loud and important voice on the Council. When his nation needs to be properly defended on the Council he's useful to have around. In most other situations his personality makes it difficult to deal with him.
Rep #2: Kosamada Leruvian is Queen Merida's second cousin. While the royal family is very powerful, it is still unusual for a member of the royal family to be a member of parliament or a representative. Her reason for this position made sense. Other than the Queen she was the most politically active family member. While she is opposed to any sort of reunion with South Demica its obvious she will follow the Queen's will.
On the council Kosamada is seen as the most conservative member. She focuses on making sure North Demica maintains its place on the world stage. Anything that could harm any influence it has she often goes after it. Its very easy for her to act as a uniting presence due to being royalty.
Rep #3: Everi Derisen is the oldesst but the least active member. He has more political experience than any of his colleagues, but he has his allegiance questioned often by the public. Every is the most open to foreign interest in North Demica, but often receives resistance to his plans. Mostly its wealthy and powerful individuals who want to keep their grip on the economy.
Similar to their Southern counterparts, most North Demicans are people who enjoy the freedoms they are permitted by the government. Speaking out against the royal family usually isn't allowed, but they are given freedom of speech in regards to their elected officials. The people are rather easy going, knowledgeable, but also somewhat insular and due to the split between North and South Demica. Foreign trade and immigrants are allowed into the nation, but it is known to have the most restrictions on international trade than any other nation.
They are ruled by a Direct Monarchy and parliament. The ruling queen acts as the executive authority over manners regarding security and major policy decisions. The power of the Queen has grown since the split and currently just began to reconsider rejoining South Demica.
Sorry for getting this up late. As I said in the post above I was pretty busy. Please look this over and I'll get to fixing any issues you guys have with it soon.
South Demica lies on the far western edge of Ventasia. A river runs down the middle of the land, where the capital of Tenael is situated. The southeastern part of the country is heavily forested, bordering the Verthall Republic and the Tergil Foundation. The forest has been heavily researched, leading to the discovery of many rather interesting species. The rest of the land is flat plains and grassland.
Rep #1: Astrid Tethran is the oldest of the three, having had her position from the beginning of the formation of the Council. She's one of the most renowned citizens of South Demica but has a tough personality. She doesn't believe in mercy - only justice.
Rep #2: Aidan Cordale, a courteous and charismatic man in his late forties. He's been a representative of South Demica for quite some time, but the people still mistrust him due to his sly, evasive nature, despite reassurances from the other two that he's perfectly fine, who themselves aren't even sure.
Rep #3: Eborir Huon is arguably the most rational and level-headed of the three. He makes most of the decisions concerning South Demica's political and economic aspects, and most of them have turned it into a flourishing nation. He strongly disapproves against the union of North and South Demica to form a single nation, and doesn't hesitate to speak up concerning the age-old issue.
The people of Demica are fairly level-headed yet free-spirited, believing in freedom of choice and speech. Their customs are long forgotten, conforming to the ways of society which, being different for everyone, tends to start conflicts.
Tenael's technology isn't as advances as some of the other nations but their economy and trade is skyrocketing. The fertile land to the east and west, especially around the river, is made great use of, which is where most of Terros' high quality produce originates from.
The Tergil Federation is the southernmost country in the continent of Ventasia. It is bordered by South Demica to the northwest and the Verthall Republic to the northeast. The most notable geographical features of the nation are the sizable strip of rainforest to the north and the Ventus Gulf piercing in from the south coast. Tergil has two peninulason it's southeast and southwest coasts. The capital, Tergil City, is located just east of the expansive forest blanketing a large portion of the continent, and north of the gulf.
Rep #1: Carl Mandin - Mandin is a hard Federation conservative, favoring large government and laws restricting corporate freedom. The aging man points to the frequent incidents in Edgemia--despite the nations prosperity--as grounds for his ideals. He is only the second representative of Tergil since the state and Council have no laws limiting terms.
Rep #2: Arbis Haynes - Haynes is known--and hated by many--for his ubiquitous neutrality. He has only served the council for three years, and it is likely he will be voted out when his four-year term comes to an end. The twenty-six-year old still makes claims to progressivism, stating he favors Tergil becoming more democratic like its neighbors, but often sides with Carl Mandin to avoid confrontation.
Rep #3: Sharon Malina - Like Haynes, Sharon Malina is newer to the council having served only seven years. Although not a native to the Federation, she's been a citizen for most of her forty-year life, and is a favorite among the younger generations with her progressive ideals.
Tergil, being the last remaining major nation that has heavy restrictions on personal and economic freedom, has been undergoing a schism of sorts for twenty years. One side favors the traditions of socialist society, strong central government, and Carl Mandin's Council position: The other favors a breakdown of government and increased democracy and economic liberalism, as well as limits on Council authority.
The standardized society in the Federation--with the exception of the current ideological schism--has made it mostly homogeneous in culture. The population mostly consists of thousands of people who have gone through--or are going through--Federation-paid school and have an average-paying job. Both overabundance of wealth and poverty are looked down upon because of the moderate life provided by the government: Wealth depicts you as a swindler while poverty implies your laziness.
The Federation Government is comprised of a Grand Table, a group of five leaders that discuss and ratify legislation passed up from the Minor Table. The minor table is actually made up of forty elected officials, but no term limit is set and very few ever run against the current members. The Federation has a figurehead known as Head of State, but Heads usually have little to do with the law-making process: Their sole duties are commanding the military and making public speeches.
That being said, Tergil also has the largest non-private military force on Terros, and is often pressured by the council and other nations to disarm. The army was a large contributor to the Almost War forty years ago, since it was believed that the Federation Army had been mass-producing firearms.
Verthall is the largest nation on Ventasia, bordering every other on the continent, as well as the Tenebran Confederacy over the Shadow Sea. To the north it shares a small piece of desert with Tenebra, while to the south Ventasia's massive forest takes up most of the landscape. The rest of the state is mostly urban, the eastern half being totally covered in cities and towns. The only low-developed areas of the nation are the northern desert and part of the southern forest: Both are inhabited by tribal people squatting for independence.
Rep #1: Breean Renderen - Renderen is the hard conservative of Verthall's representatives, favoring democracy as her primary value. Despite her own membership, she is against the existence of the Council at all and claims to participate only as a regulator of its power. She has been part of the council for around twenty years, inheriting the position due to her mother's popularity as previous representative.
Rep #2: Alyssin Mayer - Alyssin Mayer was previously a member of parliament for less than a full term, and was elected to her current position only three years ago. Her popularity is unusual considering her inexperience with government affairs and lack of social involvement, and is often attributed to her natural beauty and charisma compelling male voters to elect her. She joins her fellow representatives in supporting democracy and people's choice, but other than the obvious traits, little is publicly known about Mayer.
Rep #3: Jimmi Fordair - Although all three representatives of the Republic supposedly share similar ideals, Fordair is more of a conformist than idealist. Of all members of the Council, he is the best example of a self-serving politician most likely to change his stance based on the political climate. He's managed to keep his position for over ten years, but mostly because the lack of political conflict in Verthall.
The Verthall Republic prides itself in the power it gives its people collectively. With a parliament of nine-hundred, it could be called more representative of the people's wants than any of our own nations. Along with the Tergil Federation, Verthall is seen as an "old-fashioned" state focused more on its popularity than maintaining the status of peace or advancing society. The population mostly favors the current order about seven-to-three.
Despite the nation's pride in it's system, it makes governmental changes and actions nearly impossible to make, and slow to take effect. The sluggishness of the legal process has given rise to several factions favoring a more express system. The people's majority still overrules the progressives, but they have become more and more aggressive in campaigning and are starting to turn younger voters their way.
Besides the general society of Verthall, there are two main tribes claiming independence from any nation. In the northern Desert, the Amaki are a friendly nomadic people who hunt and occasionally trade for food and clothing. The Mertal of the forests are much more reclusive and less friendly. They take up their home in the strip of land separating Edgemia and Tergil, where very few people travel.
LOCATION: Edgemia is on the eastern edge of the continent Ventasia. It's largely desert that contains the second largest system of mountains sitting on the coast. The Verthall Republic is Edgemia's only neighbor. To the east lies the mountains that contain some of Edgemia's ancient nomadic people's. Most now are inetegrated to cosmopolitan life but some still stick with tradition. The once dangerous desert is now places where advanced agriculture and large solar farms are located to make efficient usage of every piece of land. Some corporations are rumored to test new revolutionary experimental devices in facilities located in the desert.
Rep #1: Norrian Brunthim, a 35 year old politician, and son of one of the biggest consumer electronic companies Helenware is the youngest member out of all of Edgemia's representatives. He isn't very charismatic nor a cold person. Nathan's popularity simply suffers due to his relationship with private interests, but his loyalty to Edgemia's interests is unquestioned.
He is very intelligent and an impressive politician who knows how to balance the interest's of his Government and the big corporations in Edgemia. He sees them as one and the same. During his first year, Norian could easily see that Sorso would generally agree with him on most subjects.
Rep #2: Sorso Eron is the oldest member of the council but not by much. He's a large man with a handlebar mustache who doesn't look like the nicest guy in town, but his appearance betrays his actual wisdom. While the most active and sometimes loudest member he still has his reservations on the purpose of the World Council, but he will make sure Edgemia benefits from it. His presence is a uniting one capable of making sure his colleagues will work together most of the time.
Rep #3: Merrick Kanders is possibly the least respected council member out of them all. While the newest member, Merrick hasn't had a great start. His attitude in regards to the World Council has made him a few enemies. Like the others he is intelligent and very knowledgeable in regards to global affairs so he isn't a horrible politician. However he generally wants to support decisions that force Edgemian corporations to abide by global standards and laws even within Edgemia. The fact that the other two Representatives generally hold different views on the World Council makes his job much harder.
Edgemia, named for being once thought of as the edge of the world, could be considered the most relaxed nation in the world. The small government and easy-going culture encourage personal and economic freedom. This environment has made Edge City the technology capital of the world, as well as the site of numerous morally-ambiguous activities.
This is a very tolerant nation. The government and the people are very tolerant in regards to gun control, drugs, religion, and business practices. Walking down the street with a sword and a flintlock isn't frowned upon, but of course it is custom to not carry them when entering another's home. Most recreational drugs are allowed as long as they don't interfere with the general welfare of the state. Thirty years ago there was a crackdown on the SowaLeef hallucinogen, but that was a special case which put most users in the hospital within a few days.
The Edgemian Government is not heavily involved in the economy and generally gives a lot of leeway to companies in regards to their activities. The well known quote "The glimmering capital Edge City is where dreams are made and men enslaved." is not an entirely accurate view on indentured servitude in Edgemia. Indentured servitude isn't a common practice, but some people will work off debts willingly through contracts of Indentured servitude. While this does exist isn't too common due to many entrepreneurial businessmen being wary of it due to many legal issues that can pop up from it. Some of the large corporations such as Helenware and Lerrasteel are based in Edgemia due to the many freedoms any company could enjoy here. The Edgemian Government tend to give many freedoms to these companies, but these same companies know that they tread a dangerous path and always operate on the limits.
The Council, being only thirty years old, has received criticisms from every nation's citizens who oppose a world government. At its inception, riots broke out in the liberal state of Edgemia, as well as the Verthall Republic. Discussions of the rejoining of North and South Demica were put on hold so both nations would get three representatives.
The Western Trio--Altar Medrin, and Bahara--and the Tergil Federation are the largest proponents of the council system, and have pushed a plethora of legislation to give the council more power.
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Greetings Roleplayers of the Guild, and welcome to The Gods Within Us. This is an RP I've been developing for quite some time, and have currently completed enough to reveal to the public. The story will follow the six Keepers of the elements and/or other interesting characters people would like to play as they try to uncover (or hide) the truth behind the nature and origins of the world after it is turned upside down. Players are not required to play Keepers, though I doubt many won't want to. The following Keeper positions are CURRENTLY RESERVED until further notice:
FIRE - Oblivion Fangx CONFIRMED
WATER - Elise Hinata CONFIRMED
EARTH - Anderiel CONFIRMED
AIR - TatsuaAiisen CONFIRMED
LIGHT - Fox Hound CONFIRMED
VOID - AoStar CONFIRMED
This RP will have HIGH CASUAL+ writing requirements. If you plan on joining, you must be literate and able to write a least THREE PARAGRAPHS per post (that does not mean three is required at all times).
GWU is a SCIENCE FANTASY story, meaning it will feature science fiction with fantastical elements (such as the godly powers of the Keepers). Vehicles will be flying and tissue regeneration will be the norm for medical care. I won't list every advancement here, trusting that any who want to play will bring their own creative input.
THE TEN COMMANDMENTS OF ROLEPLAYING (THE RULES)
Spoiler1. I AM THE LORD THY GM AND THOU SHALT HAVE NO OTHER GMS BEFORE ME -- What I say goes. You have the right to state your opinion and I will listen to it, but do not flat out argue with me or refuse to do something. I won't make unreasonable request, but I reserve the right to deny yours. Put "God" in your first post in either the check or OOC if you read this rule.
2. THOU SHALT NOT MAKE UNTO THEE ANY GRAVEN IMAGE (DON'T MAKE FALSE IDOLS) -- Do not get bent over hollow things of little importance. I ask for literacy, but don't topple the RP over a typo or little inconsistency. I tend to get overzealous about small stuff too, but it's really not a big deal. Put "Bad interpretation" in your first post in the check or OOC if you read this rule.
3. THOU SHALT NOT TAKE THE RP'S NAME IN VAIN -- I want this to be a collaborative story many people will enjoy for a while. Don't join for empty and stupid reasons. Come here to write and enjoy writing. Put "Vanity" in your first post in the check or OOC if you read this rule.
4. REMEMBER THE ROLEPLAY, TO KEEP IT HOLY -- Be dedicated. Seriously. Don't disappear or just leave because you're too busy or whatever. You should have a general idea of your availability. If anything, try to keep everyone updated if something legitimate happens to either kill your motivation or keep you preoccupied. Put "Dedication" in your first post in the check or OOC if you read this rule.
5. HONOUR THY FAMILY -- Treat your fellow players with courtesy and respect. You know what that is, so I shouldn't have to spell it out. Put "Honor" in your first post in the check or OOC if you read this rule.
6. THOU SHALT NOT KILL -- Don't kill the RP. Don't Kill characters without the author's permission. Don't kill. Yep. Put "Murder" in your first post in the check or OOC if you read this rule.
7. THOU SHALT NOT COMMIT ADULTERY -- The layman's term for adultery is "cheating". Don't cheat, be it godmodding, being overpowered, or being invincible. You should know what fair play is. Put "roflstomp" in your first post in the check or OOC if you read this rule.
8. THOU SHALT NOT STEAL -- Yeah. Don't steal people's ideas, writing, or anything. If you think about it, most of the commandments fall under this one. Put "Grand theft roleplay" in your first post in the check or OOC if you read this rule.
9. THOU SHALT NOT BEAR FALSE WITNESS -- Don't lie. "Honesty is the best policy" and all that. This should really be common sense and all, but shouldn't most rules? Put "Lies" in your first post in the check or OOC if you read this rule.
10. THOU SHALT NOT COVET -- Basically, don't even THINK about violating the other rules. Yeah this is pretty much here as filler. Sue me. Put "Seriously?" in your first post in the check or OOC if you read this rule.
If you have issues with my horribly altered-to-my-benefit rules, you can shove it. That is all.
APPLY NOW (after reading the rules)!
(All Keeper positions are filled)
HTML Code:[B][i]Name:[/i][/B] [B][i]Age:[/i][/B] (Character's actual age. Keepers can be up to 400ish) [I][B]Age Appearance:[/B][/I] (Keepers can be very very old and appear middle-aged. Aging is about one-fifth after becoming a keeper.) [B][i]Gender:[/i][/B] [I][B]Ethnicity:[/B][/I] (Put the earthly equivalent to what race you'd like to play) [B][i]Affiliation/Occupation:[/i][/B] (Are you a member of an elemental order, or just a normal person? If an order member, state whether you're a Keeper, Acolyte, Student, Master, et cetera.) [B][i]Personality:[/i][/B] (Doesn't have to be terribly detailed. Actions speak louder than words after all.) [B][i]Biography:[/i][/B] (Summary of your characters' history. Keepers normally have standard lives of training and meditation, so I don't expect anything too in-depth from them. Extra points if you can pull it off though.) [B][i]Appearance:[/i][/B] (Give a picture and/or good description of your character.) [B][i]Weapon(s):[/i][/B] (In story where everything is mostly at peace, many may not have weapons. You can, however, state what weapons you plan to have. Shit will hit the fan eventually.) [B][i]Ability/Skill(s):[/i][/B] (Put your character's general physical and mental capabilities here. Keepers can list specific abilities. Get creative.) [B][i]Strengths:[/i][/B] (Anything your character is good at or strong with.) [B][i]Weaknesses:[/i][/B] (any downsides or vices your character may have.) Theme Song: [spoiler](Place your theme song URL or video here.)[/spoiler] [B][I]Other:[/I][/B] (Anything else you'd like to add.)
HTML Code:[size=6][B][Center]Country Name[/Center][/B][/size][B][/B] LOCATION: (General location on map) REPRESENTATIVES: [b]Rep #1:[/b] (Basic description of their age, personality, and views) [b]Rep #2:[/b] (Basic description of their age, personality, and views) [b]Rep #3:[/b] (Basic description of their age, personality, and views) CULTURE: (Quick description of the types of people and groups you can find within this nation.)
Tera Suna ~ Keeper of Earth (Anderiel)
Selene Oyami ~ Keeper of Water (Elise Hinata)
Jeiya Ryvar ~ Keeper of Void (AoStar)
Tori Mellows ~ Keeper of Air (TatsuaAiisen)
Anik Malina ~ Keeper of Light (Fox Hound)
Anya Belaire ~ Keeper of Fire (Oblivion Fangx)
Derrick Anlon ~ Mercenary Fire Temple Guardian (Zephyr116)
Banor Mavros ~ Mercenary Water Temple Guardian (Hillbilly12)