We have opened up two slots for Caravan, and may have more opportunities in the future. Details are as follows:
1 - New players have the choice of injecting themselves into existing plot threads, or creating their own entirely. As such, you have the opportunity to create very defining and important characters, as long as you bounce your ideas off of me. It goes without saying, that you can have a significant impact on the world and its characters if you have enough control IC, but do not expect everything you plan to go smoothly! New players have the choice, after picking a plot thread, to be interacting with NPCS exclusively controlled by me (Akin to a 1x1) or joining with new players to form secondary groups apart from the main group in the world of Thoris.
2 - All players can have multiple characters. Not all characters have to be important, but they must be confirmed with me, and have a sheet accepted.
3 - Note that we progress fairly quickly. It's clarified in the rules exactly what this RP expects from new players.
Caravan, Final Resurrection
"...The blame for what has come to pass cannot be placed with a mindless creature of the wilds. All people must reap what they sow, if we as a whole are to make changes for the better. We cannot avoid the monsters hiding within our own flawed morals, we can only fight to the last and hope for a brighter tomorrow..." ~ His highness King Ralphus XII, 1238, 'Ralphus' official inauguration speech' ~
Thoris is a sprawling world of magnificence and wonder. It is absolutely brimming with life and magical energies that transcend mortal understanding, occasionally dipping into realms of divine power where gods watch over mortals with eager eyes. In these lands, the forces of nature once lived in tandem with one another. Locked in a tranquil cycle of life and death, the world's creatures took only what they needed to survive while birthing generation after generation of offspring. There was a sense of order buried within the chaotic struggle for survival that persisted day after day. But just as fate's cruel hands always predict, this balance would not stand in the wake of mortal desire.
Intelligence arose over time as the threat of evolution took hold of all that maintained balance in the world. Its grasp sought only to conquer and control everything from the trees to the sun's light. With the rise of more sentient races, the nature of magic began to evolve as well. It morphed to adapt to the life that took control, changing from an energy that maintained balance, into something more sinister which served only to tip and tussle nature to the whims of the selfish. It had begun then, the series of vicious crimes against life itself, which brought endless turmoil to the innocent creatures of Thoris.
Civilizations have risen and fallen since the dawn of man, acting as tides against the natural elements while leaving only weathered stone in their wake. The ruins of old have since returned to nature, disregarded in lieu of more practical modern practices. Despite this radical abandonment, the generations have brought unusually rapid advancements in the understanding and application of magical energies. Intelligent races have risen to levels of power that consistently stand toe-to-toe with the natural forces around them. It has come to the point where the dominant races of Thoris are able to live without fear of nature's wrath, allowing them to advance their nations peacefully, unlike their predecessors that have fallen so miserably in the past. Because of this, the current era is often considered by historians to be an era of rebirth and power. History before this golden fourth era is however, fragmented and jarred. There really is no telling how the prior eras had come to an end, or how much time had passed between them. Nobody bothers to question it, given the immense power that modern magic has been able to awaken.
The current year is 1252-4E, marking the longest recorded era of advancement in known history. The kingdoms of Thoris have come to an accord, following the second great war, to maintain peace and guide all intelligent species in the right direction. But with so many different cultures, a clash of morals will remain unavoidable. Even now, particular superpowers struggle to stay relevant in the ongoing zeitgeist of magical and national advancement. Every nation holds a voice at the continental counsel, wherein all leaders and political figures have a chance to voice their concerns. But their demands and worries are not treated as equal. The unrest within certain political bodies continues to grow as the global union restricts certain actions and perpetuated the growth of larger nations over smaller settlements. None are sure of what each kingdom plans beneath the veil of diplomacy. But with time it might become clear that peace cannot exist with certain elements maintaining a persistent role.
"...I fear the day when god will finally see through our feigned piety, and banish the paladin order from its overpowering throne atop the world..." ~ Head General and 4th Father of Arcadia's Paladin order Exodar Ramsey, 1245-4E, 'Our crusade against Smor'Gen'Blok' ~
The Magic of Thoris
"...The human heart is where mana is created, and ceases to be. It is a cycle that we strive to understand as magical scientists, but will fail to grasp without the help of divine intervention. Just as it is nearly impossible to stop a heart with magic, it is impossible to investigate its inner workings beyond that of its function to pump blood to the rest of our body..." ~ Professor Frugel, 279-4E, The Law of Sentience, Vol I ~
The latent energy flowing through every inch of Thoris' atmosphere, and its people, is known as 'Mana'. Mana is what allows intelligent races and the beasts of nature to manipulate the aspects of magic and reality by harnesses it through the use of what magical scientists refer to as nodes. Nodes exist in the bodies of sentient races in abundance, and allow different abilities to manifest with differing severity, supply, and effect. Some are born with unusual node correspondence, allowing them to mimic, or outright copy the magic that their racial restrictions would normally not allow. Likewise, some are born without Nodes at all, albeit a rare mutation in many races. Furthermore, some races lack the natural affinity with mana to maintain their nodes without practicing magic on a regular basis. In cases like this, non-casters can permanently lose their ability to harness Mana if all of their nodes shrivel up and die.
Magic falls into many classifications, but is bound by a single set of universal rules, which are as follows:
<Law of Creation> All Mana exists indefinitely, and cannot be destroyed by normal means. It may only be redistributed, changed, and applied. As such a rule exists, complications arise when using magic who's sole purpose is destruction, as it defies the natural order of nature.
<Law of Independence> Magic is one with matter. Down to the very core of atoms, Mana is present, making up the very building blocks of reality, from the soil to the trees. It flows naturally, without guidance, through the blood of earth's creatures, and composes the planet we stand upon. As such a rule exists, magic that already serves a purpose, to compose a tree, or keep the human heart pumping blood, is extensively difficult to manipulate.
<Law of Sentience> Sentient creatures have a significant link with their own Mana, giving it a direct link with their soul. As such a rule exists, taking control of another person's manifested Mana is near impossible, and may produce chaotic results.
<Law of Blood> Mana is limited within sentient creatures, and most are unable to draw it from the atmosphere, or other natural sources, due to its chaotic and specific nature when expelled from the body. As such a rule exists, Mana consumption can exhaust, or outright kill, any who are not careful when using it.
<Law of Divinity> Certain branches of magic transcend the rules mentioned above. These are limited by divine teachings, wherein sentient races call upon magical powers that have predetermined rules. As such a rule exists, certain classifications of magic may break the rules of Mana, and create new rules of their very own.
Magical Classifications
"What are you doing with that apple, little Ralphus?.. No! You are not to play with your food! Put that b-ACK!" ~ Late King Ralphus XI, 1204-4E, Moments before being struck by a half eaten apple ~
This is the most common form of magic that most intelligent forms of life have the capacity to create and manipulate. The arcane is a raw manifestation of Mana. It acts as the core of all magical manipulation, almost like magical stem cells. If not given shape or form within the other classifications of magic, Arcane energy acts much like raw force or power. It can be used to enact telekinesis, create forceful waves of energy, power certain contraptions, or manifest physical creations temporarily. Although it is the simplest form of magic, the limitations of Arcane energy are not very strict.
Raw Arcane energy can range in coloration from a dark blue, to a bright white. Darker Arcane energy is associated with strength, while lighter arcane energy is associated with control, allowing magical scientists to classify an individual's abilities with ease. Some are capable of manipulating the hue of their raw Mana, but these prodigies are few and far between. Arcane energy loses its natural coloration when applied to another classification of magic, as one would expect.
"...Look professor! See?! I've set it on fire... But I've yet to master a spell to put the fire out..." ~ A young Professor Kevin Lechpa, 1230-4E, The Tragic College Accident of 1230 ~
Most attempts to manifest Mana into a physical apparition of matter or energy are classified as an elemental technique or spell. This covers everything from the physical creation of fire, to the growth of new trees. Objects created through Elemental magic follow the <rule of sentience> for a short while after their birth. After the creator severs their ties with any elemental creations, they will abide by the <rule of independence> as anything else might. For example, a tree created through magic will only be treated as a normal tree once the typical creator has severed his/her tie with it for more than 30 minutes. Likewise, any natural element that is controlled by a caster of adequate skill follows the <rule of sentience> until it is released from their grasp, at which point it immediately retains its original <rule of independence> without any further delay.
"...I may not be able to eradicate a titan-class beast with fire or frost, but I'd like to see it reach Arcadia without the use of its retinas or eardrums..." ~ Lieutenant General Kline Vestabar, 1251-4E, Guest Speech on Metaphysical magic: 'The Arcadian College of Metaphysical Study (ACMS)' ~
When the normal rules of elemental magic cannot allow you to manifest your thoughts, one must enter the realm of metaphysical mana, where they can further expand the control of their magical abilities. Fundamentally, Metaphysical magic is the highest level of elemental manipulation, where a caster manipulates more complex physical energy like sound, light, and gravity. Unlike elemental magic however, it usually lacks the sheer power and efficiency that something like molten rock, or powerful winds might offer. Instead, Metaphysical magic gains its advantages from the fact that it cannot be affected by any other form of magic. A crude example would be sound-based spells completely ignoring all attempts to dampen them, aside from physical obstructions that would naturally reduce the impact of sound-waves. Due to this, many forms of metaphysical magic can outright ignore magical defenses, including the otherwise impenetrable divine shielding used by the paladins, making it extremely versatile. Although it lacks power, the applications of metaphysical magic are rather plentiful.
"...The most important practice to remember when treating schizophrenia, is to gently pet your patient's head, and assure them that everything will be ok. It will calm their nerves and make your work much easier, even if it amplifies the guilt that follows catastrophic failures..." ~ Professor Sarah Locke, 1247-4E, Seminar on Psychic Treatment of Mental Illnesses
Perhaps the least understood classification of magic, the psychic school consists of adapting arcane energy directly into the nodes of sentient creatures. Many living things can be manipulated by psychic magic with ease, depending on their level of intelligence, or ability to combat this school of magic in general. Psychic magic can enable all manners of sinister desire, but is also capable of treating psychological illnesses and many forms of trauma. Most use psychic magic in a way similar to this, but there are many who abuse this school of magic in an unforgivable manner. Things like completely rewriting a person's personality, implanting false memories, or reading memories are not unheard of, albeit incredibly rare. In some undocumented cases, something akin to zombie slaves have been created by criminals across Thoris. Psychic magic follows the <rule of sentience> making it excruciatingly difficult to affect creatures who are unwilling to have their brain picked apart though. The dangers of sinister psychic mages are extremely rare, but a very real threat. If one were to take control of a leading divine patron for example, they could easily incite a wide scale war. For this reason alone, the practices of psychic abilities are under many watchful eyes.
"...Watch me, watch me, bruddah! I look to be like bruddah barg'o! Transform! Watch!!..."
~ A Young Lok'Sha Mage, moments before turning himself into a chicken ~
Soul magic is used to directly affect one's own body. Using this magic, strength can be enhanced beyond what a person's muscles would normally allow, speed and agility can be stretched into inhuman realms, the brain can be overclocked, diseases and injuries can be circumvented our outright exterminated, and physical stamina can be artificially increased by using one's own Mana pool. Things like shape-shifting and invisibility are in the realm of possibilities as well, but the limits of soul magic are usually dependent not only on the body's nodes, but a race's natural physical restraints. In some cases soul magic can even be used on other sentient creatures much like psychic magic, leading to significant medical advancements. Of course with such an option, abhorrent applications exist as well.
Soul magic is one of the most unique forms of Mana manipulation. However this is also one of the most dangerous uses of Mana, as missteps and/or overuse can lead to physical changes that may be irreversible; Negative results of botched soul magic include mutations, insanity, and everything in-between. Because of this, frail races shy away from soul magic and shun any use of this ridiculously unstable application of mana.
"...What makes the beasts of Thoris dangerous has nothing to do with their size, or their numbers. It has to do with our complete and utter lack of understanding..."
~ The Late King Ralphus X, 1164-4E, Continental Council on the Concerns of Dealing with several titan level Threats. ~
A magical classification that most intelligent races are simply incapable of reproducing. This is the type of magic that the many beasts of Thoris use, by harnessing their unique Mana pools to produce different effects. This type of magic has been known to break the Laws of Mana on occasion, allowing beasts to destroy Mana, take control of intelligent races, easily control nature, and dip into seemingly unlimited Mana pools. This magic alone makes the beasts of Thoris unpredictable, and incredibly dangerous.
The most unique property of bestial magic is not necessarily what it can do, as it can easily be mistaken for elemental, psychic, or Soul magic. Rather, it's the fact that bestial magic taps into a type of Mana that cannot be detected. It's almost as if Beasts are not even using Mana at all. However, due to the unique and strange abilities that they possess, it is impossible for there to be a reasonable explanation, otherwise. At least, in the eyes of magical scholars.
Bestial magic cannot be performed by any intelligent race under any circumstances, nor can beasts learn magic that is not already apparent in their species.
"..Ra'Ja'Ka bless you, stand high, heart loud, never let berserk soul rampage without thought..." ~ Segment of the Berserker Priest Initiation Chant ~
A divine classification, harnessed only by 'Berserkers', a class of casters who draw power from the god Ra'Ja'Ka, allowing them to tap into phenomenal physical strength, speed, and stamina at absolutely no cost to their Mana Pool. This does not present the same risks as soul magic, and cannot be silenced like normal forms of Mana, as it comes from an external divinity. Unfortunately, while under the effects of Ra'Ja'Ka's blessing, Berserkers are a slave to their natural instincts. If used for prolonged periods of time, a Berserker may be unable to revert to his/her normal state of consciousness. At this point, Ra'Ja'Ka is known to abandon those who abuse his power, leaving them stripped of their nodes, and cursed with a crippling atrophy of their muscular structure.
To attain the powers of a Berserker, one must conduct the proper rituals, which only the most respected Berserker Priests are capable of overseeing. Upon offering allegiance to the Berserker god Rajaka, half of one's lifespan must be offered as payment.
The highest ranked Berserkers are considered to be one of the most powerful classifications of casters in the entire world of Thoris, and act as a deterrent to war
"...In our father Maeti you pledge yourself to a pious life of solitude. You will not sin. You will not push against what is right. You will not be swallowed by your pride..." ~ Segment of the Holy Paladin initiation ritual ~
A divine classification, harnessed only by 'Paladins', a class of casters who draw power from the god Alvios Maeti, which allows them to harness the power of holy light. This light allows an unnatural healing ability that can seemingly negate any and all damage that a sentient creature sustains, assuming that the caster is of a high enough mastery. Alvios' magic also allows paladins to formulate shields of raw light, super heated plasma, and purge wickedness from evil doers by purging their nodes entirely. There appears to be absolutely no drawback to these powers, but any who use them for sinister means will immediately have them revoked by their host god. Additionally, this magic is fickle, and may not respond to the command of a paladin at random intervals. Like all other divine classifications of magic, this does not drain a mage of their Mana, and can even restore lost Mana in some circumstances.
To attain the powers of a Paladin, one must conduct the proper rituals, which only the most esteemed Priests of Alvios can perform. Only the purest of heart can attain the powers of Alvios, and upon doing so, they may not partake in the follies of romantic love, or fall prey to the vices of their sentient race. These limitations are rather subjective and unclear, and Paladins have had their power's revoked random in the past. As such, it may offer some of the most powerful magic in the world, but is completely unreliable.
The highest ranked paladins are considered to be one of the most powerful classifications of casters in the entire world of Thoris, and act as a deterrent to war.
"...I've met That holy thing once. I was a little surprised, honestly. It claimed to be of the same realm as Maeti, but I could feel something very... Dark resonating deep inside of it..." ~ Lieutenant Colonel Yvette Eridal, 1249-4E, Commenting on General Morphus' summon, Angelico ~
A divine classification, harnessed only by 'Summoners' with a natural affinity with worlds beyond Thoris. This divine classification is unique, in the sense that a Summoner does not ally themselves with a god that exists beyond the mortal realm, but rather with a creature who can exist on Thoris' plain of reality by binding themselves to the soul of a caster. Summons vary dramatically, and their abilities can defy the natural laws of magic, but they cannot be controlled by a caster. As far as otherworldly creatures are concerned, they exist only for themselves. The personality of a summon can vary just as violently as their magic, from kind and benevolent, with only a purpose for peace, to destructive and evil, with hopes of destroying life for arbitrary reasons.
Summoners are always contacted by their adjacent summon in their dreams, a rift in the fabric of reality, at which point a pact is often created at the behest of the summon's host, allowing the act of summoning. The only control a Caster has over their contracted summon, is that they may choose to seal them back in their realm of origin at any time by ending the spell that binds them in reality. Likewise, they may summon them once again whenever able. If a summoner is killed, their summon is immediately ejected from reality, and loses all contact with the realm that Thoris resides in permanently.
Signing a pact with a summon has adverse effects on the summoners. For one, allowing another entity to form a union with one's soul affects a person's life span, reducing life expectancy by a set amount of years, solely dependent on the strength of the summon. Physical strength also suffers, making it rather difficult, and occasionally, impossible to build muscle, or maintain an above-average level of fitness. Soul magic becomes impossible to use, as well. Lastly, a summoner's Mana is directly drawn upon while their summon exists in Thoris' reality, effectively placing a time limit on stronger entities. Weaker summons usually require a negligible amount of Mana to sustain their form, making it seem as if they could exist without any danger to the summoner, whatsoever.
Some summoners have access to multiple summons. In this case, each summon cuts their lifespan even further than the last. Additionally, having more than one summon out at a time has a drastic effect on the summoner's Mana, making this practice extremely dangerous. Lastly, having one's soul bound to multiple summons at once is a dangerous act, threatening to outright tear it apart in the worst case scenarios. This makes it costly and sometimes lethal to maintain too many summons, either increasing the innate Mana drain significantly, or outright killing the summoner as a result.
A few summoners with extensively powerful otherworldly beings as their partners are considered to be one of the most powerful classifications of casters in the entire world of Thoris, and act as a deterrent to war.
"...Tell me, gentlemen, what exactly you have to gain from these buffoonish conquests? I'll say it for you, with my last breath..." ~ High Druid Persephone's final words, 589-4E, The final moments of the first great war.
A divine classification, harnessed only by 'Druids', a class of casters who consider themselves one with nature by allying themselves with Mother Gaia. Druids possess one ability, they may use the natural presence of Mana in the atmosphere to cast any other classification of magic, giving them an infinite supply of mana, and effectively erasing the <Law of Blood>. Additionally, the <Law of sentience> applies in absolution to Druid magic, meaning that their magical manifestations can never be controlled by another, not even another Druid. Likewise, Druids can ignore the <Law of independence> at their leisure when casting magic. In essence, their Mana is one with nature. They also maintain an aura which prevents the naturally destructive creatures of Thoris from treating them like other intelligent races, protecting them from most creatures that wander the wilds. In some rare cases, Druids may even control, and speak with the creatures of Thoris freely. Finally, once a race commits themselves to Nature magic, they cease ageing immediately.
To pledge one's self to Gaia, a person must spend a full year in the wild with an earnest love for nature, surviving only on the essences of the wild, and fending for themselves against its creatures with only their magic as a defense. Druids may not step foot into the major kingdoms of Thoris ever again once this power has been achieved, lest they risk losing Gaia's blessing forever. They may still speak with intelligent races at no risk, and step foot into smaller villages and cities without worry.
The most powerful Druids are considered neutral deterrents to war, but they are allied with no one but nature itself, despite having a seat at the continental counsel.
The Races of Thoris
"...I'd placed a bet that this lowly human couldn't solve it, my puzzle, no matter how hard he tried. Not only did he solve the puzzle as intended, but he found four additional routes to a solution. Needless to say, I was humiliated..." ~ Puzzle Master Homun, Speaking volumes on the latest edition of his knot puzzle 'flare gate' ~
Humans are the most unremarkable race in all of Thoris. They are of average height, strength, and magical affinity, balanced all around. The only somewhat unique trait of humanity, is its intelligence, and advancement in technology. Humans are more apt with technology and are the sole force behind steam-based creations. They're also the second most influential contributor to magical science, granting them a great deal of respect. Despite all of this, the have the shortest lifespans in Thoris.
Humans posses an average node network, allowing them to dabble in all forms of natural magic. They are also one of the only races who are capable of becoming paladins.
The average life span of a human is 60-80 years, and they usually stand 5.7-6.2 feet tall on average.
"Shut up." ~ Warlord Roko'Rula whilst striking down an ancient druid, 458-4E, The Phrase that started the first great war~
The Lok'Sha are a burly, grey-skinned race of humanoid monstrosities with the most formidable raw strength out of all the intelligent races. Their physiology makes them the least capable when manipulating mana, and the least advanced race in Thoris, as well. Lok'Sha prefer to maintain more tribal studies, not quite standing with nature on equal terms, but poaching it for everything it has to offer instead, as if it were nothing more than a common beast. Unlike most other Races, Lok'Sha are often violent by nature, and can give in to their aggressive instincts on occasion.
Lok'Sha posses the most limited node network out of the races. However, due to their extremely durable bodies, they are the most advanced users of Soul Magic, and are one of the only races capable of becoming Berserkers. They are also naturally resistant to all alien sources of Mana, making psychic magic completely useless on them, despite their sub-par intelligence.
There are two subspecies of Lok'Sha, who live together, and interbreed, naturally.
The hulking subspecies, who are large, and bulging with sheer muscle mass. The average life span of a hulking Lok'Sha is 90-110 years, and they usually stand 8-9 feet tall on average.
The feral subspecies, who are lithe, covered in fur, and have anthropomorphic, almost dog-like physiology. The average life span of a feral Lok'Sha is 180-200 years.
"...I tried petting a Myti once when I was 5..." ~ Major General Philip Norwell, How I Lost My Pinky Finger ~
Myti (Pronounced Mee~Tee) are catlike folk who take to forested areas like animals with ease. Their affinity with magic trumps every other race in Thoris, standing out as the most advanced casters in the world. Unlike every other race, the Myti are naturally gifted in magic, and do not need to sustain their nodes to prevent node death. Harnessing Mana is almost like learning how to walk for a Myti. That being said, they are the most physically frail of the races. Even then, they are particularly agile, and lightweight.
As suggested, Myti posses the most plentiful and versatile node network of all the races. They can harness any form of magic, and commit themselves to any divine entity, regardless of normal restrictions. Despite this, they have one of the lowest Mana pools, disallowing them to use particularly powerful magic, even with their outstanding affinity. They prefer to dabble in psychic magic, more than any other race, as it does not require large amount of energy, but rather significant amounts of control. They may use soul magic, but the risk of doing so is at least ten times higher than if a human were to dabble in the same classification, forcing them to stray away from that particular school of study.
Myti are Matriarchal. Nearly 95% of their race consists of females, which has affected their culture, and made them one of the least-populated races in all of Thoris. Although maintaining total control, female Myti enter 'heat' once every 6 months. During this period of time, not much changes. They are however completely overtaken by sexual urges if placed in the presence of a Male Myti. Some Myti Females are able to suppress this urge and usually achieve positions of power for that reason alone.
The average lifespan of female Myti is 200-220 years. They stand 4.5-5.5 feet on average, are covered in fur from head to toe, and posses very cat-like features, such as a tail, sharp claws, sharp fangs, and small fuzzy ears.
The average lifespan of a Male Myti is 300-320 years. They stand 4-5 feet on average, and have more human-like features, lacking fur around their face, appendages, and back areas. Myti males do not have claws, or sharp fangs.
"...Right stuck up, those stupid knife ears! Said that using a metal fork an' spoon was barbaric! I wanna' see em mock us when all their utensils are rotted or full'a termites!" ~ A disgruntled tavern keep ~
Eldi are very similar to humans in both appearance and practices, as they exist to evolve and expand their knowledge above all else. But rather than practicing the art of technology, which they believe to be fairly barbaric applications of intelligence, Eldi study the realm of magic more thoroughly than any other race. Unlike the Myti however, their affinity with magic is not as advanced. Their understanding of how magic actually works however is absolutely astonishing, allowing them to create some of the most complex and intricate spells known to man. They possess one thing that sets them apart inherently, and defines their army as one of the most dangerous forces in Thoris. Eldi have the largest Mana pools out of all the races in Thoris, by a significant degree.
The Eldi node network is almost identical to a humans. However, it possesses a single flaw. Eldi nodes, once practiced in a particular kind of magic, will not allow different types of Mana flow, often restricting them to a particular school of magic for their entire lives. Unlike a human or a Myti, who may practice multiple forms of magic freely, the Eldi may only use a single school of magic within a single classification. This goes as far as removing their ability to manifest raw arcane energy outside their bodies if an Eldi caster specializes in fire magic, for example. The benefit to this, is that when it comes to specialization, not even the Myti can stand toe to toe with an Eldi. Even so, an Eldi's physical form is weaker than a humans, making them slightly more agile, but far less physically powerful.
The average lifespan of an Eldi is 200-220 years. They stand 5.5-6.5 feet tall on average, have lithe frames, thin faces, and knife-like pointed ears.
Threat Class System
Common throughout the major nations of Thoris is the universal Threat Class System, or TCS, used to disambiguate different types of beasts that prowl in the wild. Threat levels dictate how Nations should respond to any given creatures, but are more commonly acted upon by the Nations of Arcadia and Marrenfall, considering their superior Caravan systems and importance in Thoris.
"They've got some nifty firepower, sure, but I wouldn't think twice about ignoring a few overgrown wasps tapping on the Caravan walls." ~ Major Thomas Orlan, speaking about the danger of Acid Stingers ~
Although not a true threat level, 'minimal danger' threats are still considered dangerous to individuals in the wild. These encompass any creature that does not fall into another threat category, but still possess the mindset and/or capabilities to inflict harm, or kill a humanoid. They do not requirethe action of a hunting Caravan.
"Fifty thousand, at least. They look cute, like little bunnies, but a swarm of them can strip a human's flesh to the bone in a manner of seconds." ~ Beast Researcher Harold Wel, Commenting on the Bulposs Threat of 1109-4E ~
The creatures that make up a Pest-class Threat can be harmless on their own, even to a single person out in the wilds. The reason this is considered a 'threat' level, is due to the rapid reproduction rates, or naturally excessive population of the beasts in question. Due to their swarm-like properties, a pest-level threat is associated with the creature in question if they exist in large enough quantities, and pose a danger of any magnitude. To be considered a threat, they must either reach a pre-determined mass/population in relation to their individual danger status. 1. Dispatch a reconnaissance Caravan to assess the size and danger of the threat. 2a. If the threat does not pose the predetermined dangers required to be considered pest-level, a reassessment is required by the appropriate authorities. 2b. Dispatch an appropriately equipped hunting Caravan to rapidly eradicate the threat.
"It was like the fucking grim reaper, man. Came in the middle of the night. Half of us were asleep, but I saw it close up. Scythes for hands, skin like fucking coal, Maeti! It sliced the fucking roof right off our Caravan!" ~ A young Matthew Bolo, commenting on his encounter with a Grim ~
Monster-class threats are creatures that display destructive tenancies, and/or dangerous capabilities. In order to reach this class, a threat must be large or strong enough to inflict crippling damage upon a Caravan. These creatures pose a significant danger to Caravan routes, and are rather numerous. Among many Caravan Knights, Monster level threats are referred to simply as 'Monsters' and are the number one danger that they will face while outside of their home nation. Monster level threats can be extremely aggressive, sometimes going out of their way to hunt humanoids. They can range in size, and rarely travel in pairs or packs, but it is not unheard of to see them working together. Monster level threats, unfortunately, cannot be realistically managed. Instead, all Caravans are given full authority to take on the responsibilities of a hunting Caravan, and directly engage a monster-level threat if they are able. Since they can rarely be avoided, and exist so plentifully across Thoris, most caravans will come face-to-face with at least one monster level threat if they leave the immediate area around their Nation. 1. If coming into a contact with any monster-level threats, you have the authority to engage immediately, regardless of your mission, full stop.
"Don't worry. I'll take care of this scraggly bastard..." ~ The Late 'Headmaster Krelin', moments before being torn to pieces by five Vinucards. ~
Pack-class threats are similar to Pest-level threats, in that they refer to a pack of creatures that pose significant risk. To put it simply, a pack level threat refers to a grouping of of Monster-class threats or higher. They range in danger, and must be assessed in an identical fashion to pest level threats before action is taken.
1. Dispatch a reconnaissance Caravan to assess the size and danger of the threat. 2a. If the threat does not pose the predetermined dangers required to be considered pest-level, a reassessment is required by the appropriate authorities. 2b. Dispatch an appropriately equipped hunting Caravan to rapidly eradicate the threat.
"AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!" ~ Many Newbie Knights when first encountering a Colossal threat ~
Colossal-class threats are the first threats that absolutely require a hunting Caravan to be dealt with. These threats are classified in three ways; first, they must demonstrate abilities capable of breaching a Nation's defenses; Second, they must be larger that an operating Caravan; Lastly, they must show aggressive intent. They do not pose an immediate threat to Nations, but are considered extremely dangerous, and must be hunted as soon as possible. Considering their danger, most Caravans are ordered to immediately avoid and report on the presence of a Colossal Class threat. The only Caravan types that is permitted to engage with colossal threats without prior permission, are Hunting Caravans, who may treat them like a Monster-class threat if they do not choose to simply report them. 1. Upon spotting a possible Colossal Class threat, you are to immediately discern, within reason, whether it meets all parameters to be considered as such. If you cannot do so, report it upon returning from your mission as a 'possible Colossal threat'. 2a. If you are able to discern a Colossal Class threat, immediately abort your mission and return with your report. 2b. If you are designated to a hunting Caravan, and are able to Discern a Colossal Class threat, you may choose to engage the threat immediately, or continue your mission. Do not abandon your initial mission unless it is responding to a lower threat level. 3. After a Colossal Class threat is reported, a hunting Caravan must immediately be dispatched to deal with it.
"I want Caravan Leo and Caravan Beta on the left hind leg. Gamma and two Elite squadrons will take up the front to draw its magic. Climbers will take up the rear and look for an opportunity to reach its gem when we immobilize it. This won't be an easy one, Hendrick." ~ Lieutenant colonel Yvette Eridal, 1239-4E, Prepping the raid of the Titan Class threat, Bystomolis ~
Titan-Class threats are considered to be the most dangerous creatures in all of Thoris. Although they are very uncommon, a Titan class threat can be classified by a single parameter; Titan class threats appear large enough to topple a Nation by simply walking through it. It is their gigantic size that makes them a threat. Whether or not they are aggressive is of little importance. The largest recorded Titan-class threat was large enough to wrap around the entire circumference of Arcadia. It was a super-massive serpent, dubbed 'Marigold'. Fortunately, Arcadia in particular has slain several Titan-class threats. Not once has their Nation fallen victim to significant damage as a result. 1. Upon coming into contact with a Titan class threat, immediately abandon all missions and return with a report as fast as possible. 2. A specialized series of hunting Caravans are to study confirmed Titan-class threats for a determined period of time, while conducting several 'mock hunts' to confirm its abilities, and weaknesses. 3. After adequate information has been acquired, elite hunting Caravans are to be organized, trained, and dispatched to eradicate the threat. 4. In the event that a Titan class threat reaches Arcadia, all knights ranked Captain or higher are given permission to assist in the battle. Lieutenants are to follow any and all orders.
"The sky churned with darkened energies. A cascade of auburn hues swirled overhead like escaped nightmares as it fell upon us and brought civilization to its knees." ~ Excerpt From a Final Hymn of the First Era, 1260-1E ~
Although never confirmed, researchers have hypothesized on a class of beast capable of bringing about the end of all intelligent life. There are no details in the annals of history reaching back to the first Era, but evidence supports the idea that each Era was ended by a catastrophic event. The theory of an Extinction-Level threat is widely praised to be possible, considering the discrepancy in size between Titans. There are contingencies already in place for such an occurrence, but with the amount of knowledge that Nations have of beasts of such magnitude, that being none, there's no telling whether or not it will be enough. Since Extinction level threats are currently fictional in the eyes of most military personnel, contingencies are not public knowledge, nor are there any plans to make them a widely-practiced set of orders.
The Main Nations of Thoris
"...Solidarity, Safety, and Simplicity..." ~ The three vows of Arcadia ~
Considered to be the worlds largest and most prosperous super-power, Arcadia is a symbol of unity and peace. Within the giant white-marbled castle-city, which itself is etched into the bottom half of a mountain, each and every intelligent race lives in union with one another. The culture of the city sets itself out as something hard to define. Since everyone is free to act however they wish, as long as they do not break the laws of their home, many sub-districts have formed behind Arcadia's walls. Likewise, there are areas within the city where tolerance is key, and all shreds of racism and prejudice have been shed completely. Unfortunately, no nation is perfect, and the districts within Arcadia are often at odds with one another. Even so, Arcadia is the richest, most prosperous nation in Thoris, and sits at the center of the world's single super-massive continent.
The paladin order of Arcadia is by far, the largest collection of Paladins in Thoris.
"...Nothing wrong with subjugating dark-skin Lok'Sha. They born in caves, they live in caves, they die in caves..." ~ Warchief Lu'li'po, 1213-4E, 'Addressing the concerns of bottom dwellers' ~
Smor'Gen'Blok is the Lok'Sha home Nation, a partially underground/above ground collation of tunnels and plateaus that link into a multi-level kingdom, run by crazy rock people. The Nation of S'G'B is a dictated by a caste system, ranking its citizens based on their occupation, physical strength, and birth family. The higher one's caste, the higher they live, literally. The rulers of the Lok'Sha Nation live on the highest mountain peak, while peasants and laborers live in the tunnels that sprawl underground, out of the light's reach. Some Lok'Sha will live their entire life never seeing the sun, while others will find themselves trapped atop a plateau until they grow old. The society within S'G'B is exclusively Lok'Sha friendly, and prejudiced against other races to the umpteenth degree. The nation does not bend very often to the whims of its neighbors, but the rulers of S'G'B tend to keep to themselves, either way, not eager to participate in pointless conflict. Despite this, S'G'B's warlord of the 400th-600th centuries was one of the sole forces that caused the first great war.
The Berserker tribes of S'G'B make up the vast majority of Ra'Ja'Ka's followers.
"...Myeah?..." ~ A very confused Myti ~
Veiled beneath forest brush, and stretching far into a western peninsula, the nation of Leias is almost one with nature. Rather than using the deterrence of walls, or brute force, the Myti of Leias use a collection of magical barriers to dissuade the dangerous beasts of the wild from stepping into their domain. This alone makes it clear that they do not truly live as one with nature, much like the Lok'Sha. Leias' culture is not very exclusive, but the living conditions within the large stretches of Leias' forest are less than hospitable to most. The Myti who originate from the woods are able to survive without issue, considering their affinity with magic and the wild brush of nature. Leias is completely peaceful, and seeks no conflict with other nations, but also sits on top of some of the most valuable magical ruins, and naturally occurring minerals in all of Thoris. Their mineral trades, and magical research, link them with the rest of the world, but there are many who seek their bounties, and not every Nation is bound by honor or morals.
"...We will fight your war, and in turn, you will surrender to us a son of Maeti for further study..." ~ High chairman Morthsar to the 4th king of Arcadia, 572-4E, 'The Kel-Cadia alliance' ~
Kel is one of the many Eldi home nations. Unlike most other major races in Thoris, the Eldi do not have a single home nation. Instead, they have divided it into four nations. If they were ranked in terms of strength and relevance, Kel would rank fourth.
Kel exists at the top of a large, forested cliff that meets the Jillaian sea at its edge. The city's people consists mostly of Eldi, but unlike other home nations, the Eldi are accepting of all races, making Kel slightly more diverse than others, despite its overwhelming Eldi population. The people of Kel are completely peaceful, but value magical knowledge relevant to nature and the elements above all else. Even the city's high chancellor is swayed by such knowledge. In the past, Kel has been influenced to fight in wars in exchange for grand secrets, all of which still remain hidden, as those who have attained Kel's power have never been on the losing side of a war. Despite all of this, and the union that the Eldi home nations have, they are completely separate in terms of politics, and have fought against one another in the past. They cannot be considered one people, much less a unified front, for the sake of war or any sort of conflict/union.
"...I work day in, and day out. My hands are covered in callouses, my feet ache something fierce, I'm nearly blind in one eye because of all the smoke, my left hand don't work so good anymore, and I'm pretty sure I'm coming down with some kind of plague. This nation is built on the backs of people like me, and people like me ain't so good at standing up straight..." ~ Crafts master and famous author Hubert Barnaby, 1197-4E, 'When will our great nation fall?' ~
The nation of Marrenfell is the home city of humans, and happens to stretch across the largest plot of land out of all the nations. As expected, it also boasts the absolute highest population out of every known nation across Thoris. Other than these defining factors however, Marrenfell is relatively unremarkable. A great deal of the nation's expanse is dedicated to mundane life, allowing humans to live separate from magic in blissful ignorance, while the capitol city of Tendral hosts Marrenfell's most prestigious human casters. The city is open to any and all who wish to live within its walls, regardless of race or background, but the human population consistently outweighs each other race. Racism is also fairly common within Marrenfell, pushing many to Arcadia instead.
The paladin order of Marrenfell is sparse, spread through a system of churches, and more obsessed with recruiting believers than recruiting actual paladin. This makes them a manipulative and deceptive collective.
"...The shadows whisper of a time when there were no gods, as it should be. Mortals should have never made contact with Maeti or Ra'Ja'Ka, or any of those divine creatures. They only seek to feed off of our worship. Shaidra wishes to bring an end to that, so should you..." ~ Mayor Martin Yule of Berganfont, 1250-4E, 'Martin's response to Exodar Ramsey's offer of faith' ~
Berganfont is a small nation who's people are absolutely obsessed with the ideals of their anti-god, Shaidra. The use and practice of divine magic is prohibited within their walls, and any who attempt to spread their beliefs into their territory are often shunned or hated for their arrogance and supposed righteousness. Their population is rather plentiful for a small nation though, which may be partially due to the fact that Berganfont is positioned on the edge of a suspiciously quiet and peaceful jungle. Food is plentiful and beasts are inactive during the daytime around Berganfont. There are two prominent races in the city; The Humans, and the Eldi live together without much issue. Anyone is allowed to join their society, as long as they do not peach the ideals of divine gods, and hail the teachings of Shaidra.
The black Cathedral of Shaidra, despite claiming otherwise, is a divine collection of monks who tap into a mysterious power using the practice of their "Anti god" sparingly to enforce their ideals.
Relevant IC Lore Ends Here
Glad you read through that, or didn't. Either way, here's the stuff you need to read in order to join up.
Rules and Regulations 1 - No god modding/power-playing/auto-hitting/all that nasty stuff. You all know this by now, I don't even know why I need to state it.
2 - Please, do not add major lore without consulting me first. You're free in-character to create explanations and locations within the universe without asking me, because it's a pretty HUGE setting, but don't go creating entire nations without letting me know about them, just so we don't end up having things contradict each other. You are free to create new magical classifications, races, nations, etc as long as we speak about it first, and you may expand on the existing nations as well. This role-play's central theme is evolution, we're playing in an evolving world.
3 - Be friendly, be tolerant, and be tolerable. I have a zero tolerance policy for self-entitled tools who go around insulting people because they think it's funny or entertaining. If you're one of those people who can't treat others with respect, you're outta here, yo.
4 - Please address me if you have any questions or concerns. I want to make this fun for everyone involved, and avoid alienating Role players. I'm open to ideas and I'm very flexible. Take advantage of that, or don't.
5 - If you cannot post frequently, then this may not be the RP for you. If you lack the time management skills to type up frequent posts, or merely suffer from constant writers block, I will not pause the progress of other players to wait for you, and you will fall behind if you are part of a group. furthermore, characters that are inactive for an entire week will be taken over by me, and become a permanent NPCs if they are not promptly killed off. If you have something significant to deal with IRL that truly makes it impossible for you to post, like a funeral, vacation, etc, I may take temporary control over your character with your intents in mind, and allow you to return to them at any time. These posting limits do not apply to solo plot threads, but if somebody comes into contact with your character after a prolonged vacation, you will be removed accordingly.
On that note however, there are no requirements for post length or detail. As long as you can manage a coherent paragraph that creates progress and doesn't alienate other players, you'll be welcomed without judgement. This is very much a role play for all skill-levels.
6 - Note that all characters entered now should not be involved directly with the main group. You will either be part of a secondary group, or in a side-plot with me or somebody else 1on1 until you join the main story.
Character Sheet Basics
Here's a very basic outline for you to use at your leisure. Use it as guidance, and format it any way you'd like.
Name: (First and last, or a single name/title your character goes by. Age: Appearance: (Pictures, or text-based descriptions are both fine) Personality: (Optional) Height: Race: (One of the primary races, or one of your own creation.) Home Nation: (One of the four primary nations, or a nation of your own creation.) Magical Capabilities: (Classifications, specific specialties, etc.) History: (Your backstory.) With all that out of the way, welcome to Caravan.