Arkterra; A world of mysticism and mystery filled with life and adventure. It's populated by humans and many other races such as Beastmen, Elves, Dwarves, Giants, and more. It is covered by vast untamable oceans with three continents and many scattered islands. The currents and weather of the open seas are extremely unpredictable, whereas in the vicinity of islands the climate is usually stable with a few exceptions. The oldest known recorded history is 5,000 years ago, when the age of light began. The Kingdom of Olympia, also known as the World Kingdom, was established just over 4000 years ago on the continent of Eos, and is the oldest thriving kingdom to date, reigning over most of the charted seas and islands, ruling through the strength of the royal military. There are other kingdoms and colonies throughout the world but most if not all are under the rule of Olympia in one way or another. The few fringe colonies out of the World Kingdoms jurisdiction are either on uncharted seas, hidden, or are filled with rebels and/or criminals. The further from Eos, the more lawless the land or sea tends to be.
This story will follow a group of ragtag unlikely heroes made up of thieves, pirates, and adventurers with their own agendas but the common trait of heroism be it big or small. E.I. Even the snakiest of thieves as long as they have the heart to for example, help a starving child with their last bit of food. Or something along those lines.
A small percentage of people throughout the world are gifted with certain abilities which can be refined, trained, and strengthened just like any natural skill. These abilities all fall into categories.
Embodiment - The ability to transform ones self physically, usually to the effect of increasing strength, speed, durability, or utility among other things. Can range from transforming into a beast, to transforming a body part into a weapon. The most powerful users of Embodiment are often mistaken for deities or demons.
Elementalism - The ability to manipulate specific forces of nature such as flames, water, earth, electricity, and so on. Any one person can only manipulate a single element. However legendary users of this ability have been known to become the element they control.
Illusionism - The ability to effect the appearance of reality, contorting what others can see, hear, smell, and in some cases, touch or taste, to their own will. Rumors tell of illusions with the ability to do actual physical harm.
Summoning - The ability the manifest objects or entities that act as extensions of the user. Various weapons, tools, beasts, and beings can be brought forth with this ability. However the user must have a high affinity for what they summon, and usually can only summon one kind of thing throughout their life. Stronger users can bring forth hordes.
Enchanting - The ability to enhance an object, entity, or ones self granting extraordinary strengths and/or powers. Using this ability on an object can increase its size, density, power, or pretty much any aspect of that object. When used on an organism, it will usually grant additional strength, enhanced senses, and/or adaptability.
Bloodline Trait - As few that have abilities, even fewer have a rare inherited ability usually obtained through a parent or parents. A handful get this trait by other, often more diabolical means. Unlike with the five previous categories, a Bloodline Trait can appear in someone, even if they already have an ability. A few scattered families train their descendants to use these abilities. However, this power often only shows itself after a traumatic or life threatening experience and often comes with a cost.
Other than the more magical aspects of the world, more common but still skilled people and civilizations use techniques such as chi; Manipulation and in some cases, weaponization of ones life force, and Telekinesis; Effecting the physical world without making physical contact. These traits are present in everyone though not everyone chooses to awaken them.
For those without magic or training, I.E. everyone else in the world of Arkterra, civilization functions with the use of steam powered and/or clockwork technology. Pretty much any and every convenience or necessity is maintained by a gear bound contraption of some sort fueled by pressurized steam or pulleys and levers. Tesla technology is very scarce and usually only in the possession of geniuses, inventors, or royals who have either the know how to reproduce such creations, or enough resources to buy them.
The first adventure will call for the courageous. Specifically those who don't mind dancing around danger to get what they want. The objective; A stolen royal treasure with a reward high enough to feed a starving village, and a secret history that is said to point to endless riches. The treasure sits in the hands of dangerous and infamous pirates with bounties as grand as their dastardly reputations. Who will be brave enough to take on this adventure and those that follow?
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Steampunk/Fantasy/Adventure
Very open to the species of characters as long as it isn't a god, demon, or alien. Cyborgs are fine as long as its steampunk themed. Beastman encompasses everything from mermaids to werewolves to catgirls to any part animal humanoids you can think of. Fantasy races welcome. Setting will be very animated and fantastical with a slightly surreal wonderland like feel and just a tinge of grunge. The story will start with a small group of individuals thrown together and may grow over time. More details TBR in the OOC once the interest checks out. Questions? Comments? Concerns? Ideas? Volunteers?
This story will follow a group of ragtag unlikely heroes made up of thieves, pirates, and adventurers with their own agendas but the common trait of heroism be it big or small. E.I. Even the snakiest of thieves as long as they have the heart to for example, help a starving child with their last bit of food. Or something along those lines.
A small percentage of people throughout the world are gifted with certain abilities which can be refined, trained, and strengthened just like any natural skill. These abilities all fall into categories.
Embodiment - The ability to transform ones self physically, usually to the effect of increasing strength, speed, durability, or utility among other things. Can range from transforming into a beast, to transforming a body part into a weapon. The most powerful users of Embodiment are often mistaken for deities or demons.
Elementalism - The ability to manipulate specific forces of nature such as flames, water, earth, electricity, and so on. Any one person can only manipulate a single element. However legendary users of this ability have been known to become the element they control.
Illusionism - The ability to effect the appearance of reality, contorting what others can see, hear, smell, and in some cases, touch or taste, to their own will. Rumors tell of illusions with the ability to do actual physical harm.
Summoning - The ability the manifest objects or entities that act as extensions of the user. Various weapons, tools, beasts, and beings can be brought forth with this ability. However the user must have a high affinity for what they summon, and usually can only summon one kind of thing throughout their life. Stronger users can bring forth hordes.
Enchanting - The ability to enhance an object, entity, or ones self granting extraordinary strengths and/or powers. Using this ability on an object can increase its size, density, power, or pretty much any aspect of that object. When used on an organism, it will usually grant additional strength, enhanced senses, and/or adaptability.
Bloodline Trait - As few that have abilities, even fewer have a rare inherited ability usually obtained through a parent or parents. A handful get this trait by other, often more diabolical means. Unlike with the five previous categories, a Bloodline Trait can appear in someone, even if they already have an ability. A few scattered families train their descendants to use these abilities. However, this power often only shows itself after a traumatic or life threatening experience and often comes with a cost.
Other than the more magical aspects of the world, more common but still skilled people and civilizations use techniques such as chi; Manipulation and in some cases, weaponization of ones life force, and Telekinesis; Effecting the physical world without making physical contact. These traits are present in everyone though not everyone chooses to awaken them.
For those without magic or training, I.E. everyone else in the world of Arkterra, civilization functions with the use of steam powered and/or clockwork technology. Pretty much any and every convenience or necessity is maintained by a gear bound contraption of some sort fueled by pressurized steam or pulleys and levers. Tesla technology is very scarce and usually only in the possession of geniuses, inventors, or royals who have either the know how to reproduce such creations, or enough resources to buy them.
The first adventure will call for the courageous. Specifically those who don't mind dancing around danger to get what they want. The objective; A stolen royal treasure with a reward high enough to feed a starving village, and a secret history that is said to point to endless riches. The treasure sits in the hands of dangerous and infamous pirates with bounties as grand as their dastardly reputations. Who will be brave enough to take on this adventure and those that follow?
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Steampunk/Fantasy/Adventure
Very open to the species of characters as long as it isn't a god, demon, or alien. Cyborgs are fine as long as its steampunk themed. Beastman encompasses everything from mermaids to werewolves to catgirls to any part animal humanoids you can think of. Fantasy races welcome. Setting will be very animated and fantastical with a slightly surreal wonderland like feel and just a tinge of grunge. The story will start with a small group of individuals thrown together and may grow over time. More details TBR in the OOC once the interest checks out. Questions? Comments? Concerns? Ideas? Volunteers?