ALWAYS ACCEPTING CHARACTERS, RACES, MAGIC, GUILDS, RELIGIONS, AND CREATURES
IC and OOC
The City of Karstberg…
One of the largest cities on the continent of Almara, Karstberg has a huge population. It lies in the warm southeast, where spring and summer are pleasant, and fall and winter are mild. Within, there lay many opportunities, drawing in people by the hundreds. Karstberg is renowned for its vast market district, which has sprung up around the Noble Quarter, a massive ring around the center of the city filled with shops of all kinds. Within that ring is the Noble Quarter itself, the section of the city for the wealthy and the noble. Only the very finest of homes lie in this district. It is here that visiting nobility and even royalty stay, as well. In the very center of the city lies Tessilay Tower, where the Lord Mayor Arlai Tessilay resides. The tower stretches to the skies, visible from almost everywhere in the city.
Outward from the market district, to the west, lays the Theater District. Popularly known as the ‘Dream District’, it is here that elaborate plays are preformed. While they aren’t cheap, the fee to see such plays is not out of the grasp of most citizens of Karstberg. The Dream District also holds the massive Carail Theater. Named for the famous playwright Farthing Carail, the biggest and most elaborate of plays are staged here. The Dream District is filled with the often-eccentric actors and playwrights, who make their homes there as well. To the east, opposite of the Dream District, lays the Guild Quarter. The Guild Quarter is, rather self-explanatorily, home to the various Guilds of Karstberg. Rumor has it that the fabled Thieves’ Guild… does not work out of this district at all, but most official guilds of the city inhabit this district. Neighboring the Guild Quarter is the Temple District, a vast district filled with religious temples and worshippers. It even posts the greatest Temple to Reon in Almara.
Northward, the city’s magic academy resides. Almagest’s Academy of Arcane Arts is a vast building, with a huge library and a massive number of teachers and students. It is equipped perfectly for the study and practice of magic. Some people come from other continents to learn magic at the Academy. To the south lies the Karstberg Port. Airships carrying goods across the country, even across oceans, and here the drop goods and passengers, or pick them up. Within the city also lies the Karstberg Museum, exhibiting artifacts from all across the world.
Surrounding all of this lays residential areas, scattered taverns and inns, shops, and a vast spiderweb of alleys and tunnels. Many of the tunnels lead below…
It’s a well-known fact that a vast network of catacombs occupies the space beneath Karstberg. It is very difficult to guard or monitor this place, and it has come to house various, often dangerous, creatures. Dealings of dubious legality often occur in the catacombs beneath Karstberg…
Surrounding Karstberg is a sturdy wall, built to defend the city from any possible attack. However, it is not the only wall. As the city grows, new walls are constructed, causing Karstberg to have rings of walls moving outwards from the center, expanding larger and larger as more are needed to protect it. The oldest has stood for years upon years, and has never shown one sign of faltering. Beyond is the fields and wilderness of the world outside, a place only for the adventurous to brave.
Welcome to Karstberg.
This is Karstberg, a mostly-freeform fantasy RP taking place in a city known as Karstberg! Here's some ground rules.
The GMs for this RP are Rin and myself.
The setting resembles the late 1700s/early 1800s, or comparable to the Enlightenment era, in technology level. There are some exceptions to this rule, including airships and some steampunk-esque technology. If you want to make some addition to this, it will require approval from either Rin or myself.
Standard fantasy fare, as far as races go, applies. However, you may also make original races. They, too, require GM approval.
The RP is mostly freeform, about all different things that happen in the city of Karstberg. There's no grand plot, just the adventures of all the different characters. While this means the tone may very a great deal, I would like to point out that the setting is generally fairly light and I would like to keep it that way.
The Thieves' Guild does not exist. Really. It is entirely fictitious. Stop trying to look for it because it doesn't exist. >.> <.<
Be sure to have fun!
Race Guidelines:
Standard Fantasy Races Apply!
Humans are humans. This is pretty straightforward.
Elves are longer-lived the humans, good with magic, very slender and fae, and fairly standard as far as fantasy elves go.
Dwarves are exactly the same as every dwarves ever.
Orcs, however, are more overly boisterous then anything. They’re a bit crude and violent, and because of this somewhat unpopular with the other races, though.
Most other races will be mostly like common descriptions of them.
However, players will be allowed to make their own OC races. These races can basically be anything that the player comes up with, with some exceptions. They can’t be “all chaotic evil”. This isn’t the kind of RP for a race of evil even if there can be conflicts.
Magic Guidelines:
No reality warping, instant death, mind control, or future sight. None of these are good for RP’s. Otherwise magic is freeform.
Guild/Religion Guidelines
Be sensible. Don't go with anything ridiculous, like a guild that couldn’t exist or a religion that worships the sacrifice of sapient beings in the middle of a huge city.
Bios:
Name:
Age:
Gender:
Race:
Appearance:
Profession: (If none, leave blank)
Personality:
Equipment/Weapons:
Abilities:
Brief Backstory:
Races:
Race Name:
Race Description:
Magic:
Magic Name:
Magic Description:
Guilds:
Guild Name:
Guild Head:
Guild Description:
Religions
Religion Name:
Chief Deity:
Religion Description:
Creatures
Creature Name:
Creature Appearance:
Creature Description:
Player Characters:
Emi Demmric
Tanya Palayen
Tsubasa
Ibiza
Stephen "Spades" Donner
Jace Dragov
Alena Carthenwald
Ezel Pard
Lakan Ting
Aoika Mizuko
Ysabelle Hajna
Thane Cress
Captain Morgan
Sniggit
Sven Mirdryke
Karin Wallatz
Little Zee
Dalvorin Silvershield
Harmony
Nox
Important NPC's:
Arlai Tessilay
The Not-Head of the Not-Thieves' Guild
Franziska von Ramstein
Grand Magus Morganite Angelwÿche
Races:
Nem
Granock
Beastkin(General)
Beastkin(Squid)
Vampires
Human(Airborne)
Ratkin
Mermaids
Elemental
Magic:
Summoning Magic
Fire-arts
Innate Illusory Abilities
Spatial Distortion Magic
Necromancy
Golem Enchantment
Guilds:
The Alchemist's Guild
The Coven of Thornes
The Artisan's Guild
The Grey Council
Religions:
The Church of Reon
Akitsushima Traditional Beliefs
Necrotheism
The Church of Mayon
Temple of Avian
Creatures:
Skywhales
Dragons(Western)
Kaiser Lizards
Mammoths
Skysharks
Race Name: Nem
Race Description: Nem are largely human in appearance. However, there are some important differences. All Nem have black hair, and their eyes are usually red or yellow. In addition, Nem never reach heights beyond 4'0, 3'5 to 3'7 being the average for an adult. They are usually slender, and all Nem are also very, very pale. Nem are best-suited for activity at night, having excellent night vision, but nothing keeps them from activity during they day aside from personal preference. Nem are rather physically fragile in comparison to other races. However, they are quite fast. Nem have a notoriously low alcohol tolerance, due to their small size.
Magic Name: Summoning Magic
Magic Description: Summoning Magic is not one of the easiest thaumaturgical practices. This is largely due to its nature, the piercing of the veil between realities to draw an entity from another dimension. Sibling to the plane of existence that Almara and the rest of the world lies in, this Realm of Summons is not entirely known to even those who specialize in summoning magic, as travel to it is nearly impossible. A being is drawn from this world and bound to the summoner until dismissed, though permanent bindings are possible with more advanced spells.
Guild Name: The Alchemist's Guild
Guild Head: Franziska von Ramstein
Guild Description: A guild formed by those who are ever so eager to pursue knowledge, the Alchemist's Guild experiments with a variety of unusual elements found throughout the world. Their goals are creation, transmutation, alteration, the ability to mold the elements that make up the world without the usage of magic. The Alchemist's Guild is housed in a large, dark building, with many pipes leading out of it to vent off smoke from experiments. In fact, it is often renovated due to damage from less stable experimentation.
Religion Name: The Church of Reon, also known as the Church of Lilies.
Chief Deity: The Sun Goddess Reon, depicted as a small girl with pale blonde hair, fair skin, and green eyes. Her symbol is the Fleur de Lis, as her favored flower is the Lily. Mayon, a Moon Goddess closely connected to Reon, also shares some devotion. Mayon has short, black hair, fair skin, and dark red eyes. She is also taller then Reon. However, the focus is on Reon.
Religion Description: Devotion to Reon is devotion to the Sun itself. A religion practiced mostly by women, the worship of Reon is practiced by prayers to the sun and an offering of a single fresh-cut lily every day. Temples to Reon are filled with depictions of the Sun Goddess(sometimes together with Mayon), and solstones(a glowing rock) cut into the shape of the sun mounted in the walls or hanging from the ceiling. They are also filled with lilies.
IC and OOC
The City of Karstberg…
One of the largest cities on the continent of Almara, Karstberg has a huge population. It lies in the warm southeast, where spring and summer are pleasant, and fall and winter are mild. Within, there lay many opportunities, drawing in people by the hundreds. Karstberg is renowned for its vast market district, which has sprung up around the Noble Quarter, a massive ring around the center of the city filled with shops of all kinds. Within that ring is the Noble Quarter itself, the section of the city for the wealthy and the noble. Only the very finest of homes lie in this district. It is here that visiting nobility and even royalty stay, as well. In the very center of the city lies Tessilay Tower, where the Lord Mayor Arlai Tessilay resides. The tower stretches to the skies, visible from almost everywhere in the city.
Outward from the market district, to the west, lays the Theater District. Popularly known as the ‘Dream District’, it is here that elaborate plays are preformed. While they aren’t cheap, the fee to see such plays is not out of the grasp of most citizens of Karstberg. The Dream District also holds the massive Carail Theater. Named for the famous playwright Farthing Carail, the biggest and most elaborate of plays are staged here. The Dream District is filled with the often-eccentric actors and playwrights, who make their homes there as well. To the east, opposite of the Dream District, lays the Guild Quarter. The Guild Quarter is, rather self-explanatorily, home to the various Guilds of Karstberg. Rumor has it that the fabled Thieves’ Guild… does not work out of this district at all, but most official guilds of the city inhabit this district. Neighboring the Guild Quarter is the Temple District, a vast district filled with religious temples and worshippers. It even posts the greatest Temple to Reon in Almara.
Northward, the city’s magic academy resides. Almagest’s Academy of Arcane Arts is a vast building, with a huge library and a massive number of teachers and students. It is equipped perfectly for the study and practice of magic. Some people come from other continents to learn magic at the Academy. To the south lies the Karstberg Port. Airships carrying goods across the country, even across oceans, and here the drop goods and passengers, or pick them up. Within the city also lies the Karstberg Museum, exhibiting artifacts from all across the world.
Surrounding all of this lays residential areas, scattered taverns and inns, shops, and a vast spiderweb of alleys and tunnels. Many of the tunnels lead below…
It’s a well-known fact that a vast network of catacombs occupies the space beneath Karstberg. It is very difficult to guard or monitor this place, and it has come to house various, often dangerous, creatures. Dealings of dubious legality often occur in the catacombs beneath Karstberg…
Surrounding Karstberg is a sturdy wall, built to defend the city from any possible attack. However, it is not the only wall. As the city grows, new walls are constructed, causing Karstberg to have rings of walls moving outwards from the center, expanding larger and larger as more are needed to protect it. The oldest has stood for years upon years, and has never shown one sign of faltering. Beyond is the fields and wilderness of the world outside, a place only for the adventurous to brave.
Welcome to Karstberg.
This is Karstberg, a mostly-freeform fantasy RP taking place in a city known as Karstberg! Here's some ground rules.
The GMs for this RP are Rin and myself.
The setting resembles the late 1700s/early 1800s, or comparable to the Enlightenment era, in technology level. There are some exceptions to this rule, including airships and some steampunk-esque technology. If you want to make some addition to this, it will require approval from either Rin or myself.
Standard fantasy fare, as far as races go, applies. However, you may also make original races. They, too, require GM approval.
The RP is mostly freeform, about all different things that happen in the city of Karstberg. There's no grand plot, just the adventures of all the different characters. While this means the tone may very a great deal, I would like to point out that the setting is generally fairly light and I would like to keep it that way.
The Thieves' Guild does not exist. Really. It is entirely fictitious. Stop trying to look for it because it doesn't exist. >.> <.<
Be sure to have fun!
Race Guidelines:
Standard Fantasy Races Apply!
Humans are humans. This is pretty straightforward.
Elves are longer-lived the humans, good with magic, very slender and fae, and fairly standard as far as fantasy elves go.
Dwarves are exactly the same as every dwarves ever.
Orcs, however, are more overly boisterous then anything. They’re a bit crude and violent, and because of this somewhat unpopular with the other races, though.
Most other races will be mostly like common descriptions of them.
However, players will be allowed to make their own OC races. These races can basically be anything that the player comes up with, with some exceptions. They can’t be “all chaotic evil”. This isn’t the kind of RP for a race of evil even if there can be conflicts.
Magic Guidelines:
No reality warping, instant death, mind control, or future sight. None of these are good for RP’s. Otherwise magic is freeform.
Guild/Religion Guidelines
Be sensible. Don't go with anything ridiculous, like a guild that couldn’t exist or a religion that worships the sacrifice of sapient beings in the middle of a huge city.
Bios:
Name:
Age:
Gender:
Race:
Appearance:
Profession: (If none, leave blank)
Personality:
Equipment/Weapons:
Abilities:
Brief Backstory:
Races:
Race Name:
Race Description:
Magic:
Magic Name:
Magic Description:
Guilds:
Guild Name:
Guild Head:
Guild Description:
Religions
Religion Name:
Chief Deity:
Religion Description:
Creatures
Creature Name:
Creature Appearance:
Creature Description:
Player Characters:
Emi Demmric
Tanya Palayen
Tsubasa
Ibiza
Stephen "Spades" Donner
Jace Dragov
Alena Carthenwald
Ezel Pard
Lakan Ting
Aoika Mizuko
Ysabelle Hajna
Thane Cress
Captain Morgan
Sniggit
Sven Mirdryke
Karin Wallatz
Little Zee
Dalvorin Silvershield
Harmony
Nox
Important NPC's:
Arlai Tessilay
The Not-Head of the Not-Thieves' Guild
Franziska von Ramstein
Grand Magus Morganite Angelwÿche
Races:
Nem
Granock
Beastkin(General)
Beastkin(Squid)
Vampires
Human(Airborne)
Ratkin
Mermaids
Elemental
Magic:
Summoning Magic
Fire-arts
Innate Illusory Abilities
Spatial Distortion Magic
Necromancy
Golem Enchantment
Guilds:
The Alchemist's Guild
The Coven of Thornes
The Artisan's Guild
The Grey Council
Religions:
The Church of Reon
Akitsushima Traditional Beliefs
Necrotheism
The Church of Mayon
Temple of Avian
Creatures:
Skywhales
Dragons(Western)
Kaiser Lizards
Mammoths
Skysharks
Race Name: Nem
Race Description: Nem are largely human in appearance. However, there are some important differences. All Nem have black hair, and their eyes are usually red or yellow. In addition, Nem never reach heights beyond 4'0, 3'5 to 3'7 being the average for an adult. They are usually slender, and all Nem are also very, very pale. Nem are best-suited for activity at night, having excellent night vision, but nothing keeps them from activity during they day aside from personal preference. Nem are rather physically fragile in comparison to other races. However, they are quite fast. Nem have a notoriously low alcohol tolerance, due to their small size.
Magic Name: Summoning Magic
Magic Description: Summoning Magic is not one of the easiest thaumaturgical practices. This is largely due to its nature, the piercing of the veil between realities to draw an entity from another dimension. Sibling to the plane of existence that Almara and the rest of the world lies in, this Realm of Summons is not entirely known to even those who specialize in summoning magic, as travel to it is nearly impossible. A being is drawn from this world and bound to the summoner until dismissed, though permanent bindings are possible with more advanced spells.
Guild Name: The Alchemist's Guild
Guild Head: Franziska von Ramstein
Guild Description: A guild formed by those who are ever so eager to pursue knowledge, the Alchemist's Guild experiments with a variety of unusual elements found throughout the world. Their goals are creation, transmutation, alteration, the ability to mold the elements that make up the world without the usage of magic. The Alchemist's Guild is housed in a large, dark building, with many pipes leading out of it to vent off smoke from experiments. In fact, it is often renovated due to damage from less stable experimentation.
Religion Name: The Church of Reon, also known as the Church of Lilies.
Chief Deity: The Sun Goddess Reon, depicted as a small girl with pale blonde hair, fair skin, and green eyes. Her symbol is the Fleur de Lis, as her favored flower is the Lily. Mayon, a Moon Goddess closely connected to Reon, also shares some devotion. Mayon has short, black hair, fair skin, and dark red eyes. She is also taller then Reon. However, the focus is on Reon.
Religion Description: Devotion to Reon is devotion to the Sun itself. A religion practiced mostly by women, the worship of Reon is practiced by prayers to the sun and an offering of a single fresh-cut lily every day. Temples to Reon are filled with depictions of the Sun Goddess(sometimes together with Mayon), and solstones(a glowing rock) cut into the shape of the sun mounted in the walls or hanging from the ceiling. They are also filled with lilies.