This RP is loosely based off of the animated series, RWBY.
The world of Chroma is about to get a lot more complicated. A few years ago, nearly 150 years before the time of our setting, something happened. Seemingly out of the blue, Chroma's star, Archon, released it's biggest solar flare yet, aimed right at the planet's center. The blast never reached Chroma, but the residual energy was enough to change the world forever. Resonant, a common mineral in Chroma, was changed, suddenly gaining supernatural properties. The energy/radiation, also affected some of the humans and animals, turning them either into Ferens or what has been termed, "The Lost" while some remained as simple humans.
The Archon Resonance is a Modern to Futuristic roleplay that is loosely based on the works of Monty Oum. Note that GM has not seen the entire series, only the weapons and over all tone of the world are based on the series. Your character is a Hunter/Huntress tasked with helping defend the world from the threat of The Lost, described within the codex. You may play a human or a feren, the choice is up to you. You will not be allowed to play a Lost, as they are considered monsters and do not have complex thoughts. Note that when playing a Feren, they are highly discriminated against in any city/town/nation that is not majority Feren in population.
1. Any new character must be new to Echo. When a player goes inactive, so too does their character. If a new player joins to fill the empty space, they will join the squad as a new recruit and be trained by the veteran characters.
2. Any part of the Character Sheet without a * is not required/flavor text.
3. New characters should be between 18 to 25.
4. You will be allowed to pick up strengths. A Strength will cost you 5 Points. Your new character will start with 5 points. In order to earn more points, your character must pick up a Weakness worth 2 points. I.E; you must pick up three weaknesses in order to have another strength.
For Old Characters;
- If you want to give your character a new strength (i.e. they spend a lot of their time fighting and you think they deserve some sort of character skeleton recognition for it), they can earn these at your discretion. I might implement a sort of stat system that lets you level up be defeating monsters/doing tasks/etc? But idk if I honestly want to go that in depth with this, lmao.
Below is a Codex of Info on the world. In order to apply, please locate the two passwords held within the codex (it is very, very important that you read all of this). Applications without these two passwords will not be accepted.
The information posted here is subject to change as kinks are still being worked out, so to speak. Players who join will be allowed to suggest changes, submit changes, and see them implemented. This RP has been tried before and I got an itch to try it again after... well... years of letting it sit.
Will be looking for a co-GM, just be aware. Though all players will be able to uphold the rules, create new ideas, submit changes, etc. The co-GM would just be able to take over for me should I not be able to come online for a time.
The world of Chroma is about to get a lot more complicated. A few years ago, nearly 150 years before the time of our setting, something happened. Seemingly out of the blue, Chroma's star, Archon, released it's biggest solar flare yet, aimed right at the planet's center. The blast never reached Chroma, but the residual energy was enough to change the world forever. Resonant, a common mineral in Chroma, was changed, suddenly gaining supernatural properties. The energy/radiation, also affected some of the humans and animals, turning them either into Ferens or what has been termed, "The Lost" while some remained as simple humans.
About the Roleplay
The Archon Resonance is a Modern to Futuristic roleplay that is loosely based on the works of Monty Oum. Note that GM has not seen the entire series, only the weapons and over all tone of the world are based on the series. Your character is a Hunter/Huntress tasked with helping defend the world from the threat of The Lost, described within the codex. You may play a human or a feren, the choice is up to you. You will not be allowed to play a Lost, as they are considered monsters and do not have complex thoughts. Note that when playing a Feren, they are highly discriminated against in any city/town/nation that is not majority Feren in population.
How should you go about creating a character?
1. Any new character must be new to Echo. When a player goes inactive, so too does their character. If a new player joins to fill the empty space, they will join the squad as a new recruit and be trained by the veteran characters.
2. Any part of the Character Sheet without a * is not required/flavor text.
3. New characters should be between 18 to 25.
4. You will be allowed to pick up strengths. A Strength will cost you 5 Points. Your new character will start with 5 points. In order to earn more points, your character must pick up a Weakness worth 2 points. I.E; you must pick up three weaknesses in order to have another strength.
For Old Characters;
- If you want to give your character a new strength (i.e. they spend a lot of their time fighting and you think they deserve some sort of character skeleton recognition for it), they can earn these at your discretion. I might implement a sort of stat system that lets you level up be defeating monsters/doing tasks/etc? But idk if I honestly want to go that in depth with this, lmao.
[IRL date: 06/02/2021] 06.02.20xx - It's day 1 at Echo for you and your newly formed crew. All you know is that you need to report to your training and meet your new squad. You've been through orientation and have taken the test to receive your own specialized weapon from the on board Weaponsmith. Now, it's time to learn how to use it and how to defend yourself as you help defend all of Chroma. [[Beginning plot to help us all get acquainted with the world and the setting and each other and how our characters will interact with one another. Pre-built relationships are allowed. Your character may have some knowledge of the leaders within Echo.]]
1) IC drama must be discussed by all members of the active group before being implemented in the story. This goes for major plot archs, illness, or any other kind of plot twists you want to include. Want Gary to get sick and have the rest of the party take care of him? Has to be discussed by everyone first. You need at least 3/5 of the group to okay it before you can start the plot arch/plot twist/ic drama, what have you.
2) GM has the right to make changes as they please, this applies to the RP setting, rules, and anything else they'd like to change about their RP.
3) One Character Per Player.
4) If you plan to bail, that's fine. Just let me know. This RP will have Active and Inactive players. Active players are those who have posted either IC or OOC within the past week. After this period, the player will be assumed inactive. If a player remains inactive for one month, they will be removed completely.
5) Post your character in the OOC for approval before posting in the Character Tab. (Helps us keep things nice and tidy.)
6) Usual RPG rules. Keep it PG-13 on principle, please.
7) Have fun!
2) GM has the right to make changes as they please, this applies to the RP setting, rules, and anything else they'd like to change about their RP.
3) One Character Per Player.
4) If you plan to bail, that's fine. Just let me know. This RP will have Active and Inactive players. Active players are those who have posted either IC or OOC within the past week. After this period, the player will be assumed inactive. If a player remains inactive for one month, they will be removed completely.
5) Post your character in the OOC for approval before posting in the Character Tab. (Helps us keep things nice and tidy.)
6) Usual RPG rules. Keep it PG-13 on principle, please.
7) Have fun!
Character Creation
[Image Here]
If no image, please include a description.
Name*
Age*
Human/Feren*
Nationality*
Role
Font
Color
Weapon*
Strengths* (You have 5 points to spend at start, each Strength will cost 5 points)
Weaknesses* (You may earn points by taking weaknesses, each weakness will net you 2 points to spend on another strength. I.E. It'll cost you three weaknesses to pick up another strength.)
Skills* (What are they good at? You have 5 points to start out with, 1 skill at beginner costs 1, and will cost another point to level up to Intermediate and another to Advanced. Use these how you see fit. You could do 5 Beginner skills like Beginner Gunner, Beginner Cook, Beginner Fisher, etc. Or stack up to 1 Advanced Skill (which would cost a total of 3 points) and then an Intermediate skill.) (As your character plays through the setting, they can still earn higher levels of skills and you're welcome to try and keep up with them as a pace you think fits the story. I can try to create a point/stat system if we REALLY want it. please don't make me do that)
Personality* (two paragraphs minimum)
Background* (two paragraph minimum)
If no image, please include a description.
Name*
Age*
Human/Feren*
Nationality*
Role
Font
Color
Weapon*
Strengths* (You have 5 points to spend at start, each Strength will cost 5 points)
Weaknesses* (You may earn points by taking weaknesses, each weakness will net you 2 points to spend on another strength. I.E. It'll cost you three weaknesses to pick up another strength.)
Skills* (What are they good at? You have 5 points to start out with, 1 skill at beginner costs 1, and will cost another point to level up to Intermediate and another to Advanced. Use these how you see fit. You could do 5 Beginner skills like Beginner Gunner, Beginner Cook, Beginner Fisher, etc. Or stack up to 1 Advanced Skill (which would cost a total of 3 points) and then an Intermediate skill.) (As your character plays through the setting, they can still earn higher levels of skills and you're welcome to try and keep up with them as a pace you think fits the story. I can try to create a point/stat system if we REALLY want it. please don't make me do that)
Personality* (two paragraphs minimum)
Background* (two paragraph minimum)
The World
Below is a Codex of Info on the world. In order to apply, please locate the two passwords held within the codex (it is very, very important that you read all of this). Applications without these two passwords will not be accepted.
Chroma a temperate world with a blue giant star as its sun. The star, known as Archon, has a purple-ish tinge to it. At Chroma's distance, the star shines bright enough to appear almost white, with the setting and rising of Archon filling the sky with that bluish-purple tinge. In the summer, Archon blesses the world of Chroma with generous heat and comfortable weather. During the winter, Chroma is unforgiving and the day is limited to only four hours of light. During the spring and autumn seasons of Chroma, the weather is sporadic, offering good weather occasionally, but rapidly switching to stormy conditions without notice. The night sky of Chroma is filled with a vibrant display of aurorae, brilliant colors from bright oranges to brisk teals fill the sky. A large white streak crosses the sky, a view of the galaxy that Chroma resides in. The two moons sit side by side in the sky, locked in a geosynchronous orbit with Chroma. The left moon, Yan, is the larger of the two. It is a creamy white color, with specks of silver weaving across the surface. At the right angle, light from Archon bounces off the silver streaks and shines down onto Chroma. The right moon, Ying, is a shattered object, with chunks of it attributing to a small ring system around Chroma. The main body of Ying sits ever still next to Yan. All of Ying, the main body and all of the fragments, are red and black. During the day, the red rocks are easily spotted. At night, unless shone on by Archon, Ying is all but invisible, appearing as black spots in the rather bright night sky. During the day, some of Ying's fragments can slightly eclipse Archon, making large shadows cast across the land. It is a common belief that having the shadow of Ying pass over you is a week of bad luck. Being born in the shadow of Ying is treated as an ill omen to the people of Chroma, it seen that these people are stricken with consistent bad luck. Likewise, having light from Yan's silver streaks shining on you during the night is a week of good luck. Being born under a ray of Yan's light is a good omen, it is also seen that people born in these glints of light have uncanny good luck throughout their lives.
The major resource in Chroma is a material known as 'resonant'. Resonant is a solid gem in great abundance in the world. Resonant is highly malleable and has the unique property to blend itself with other objects. Because of this, resonant is seen in clothing, weapons, machinery and even wildlife that see Resonant as a food source. Resonant glows depending on what property resonant has merged with. For example, resonant left in fire, gives it a brilliant red glow while resonant left in the cold makes it a cool violet color. People of Chroma think of resonant as a form of magic, and for all intents and purposes, is exactly what it is. Fire resonant can create flame just out proximity, ice resonant can freeze on contact. Artisans, smiths and warriors train with resonant carefully to master its implications, those who learn how to properly handle the material can use it to incredible effect. Resonant crystals can be dangerous if mishandled, though. A crack in one can destabilize the entire composition, and lead to a dangerous explosion with a bit of whatever it merged with added into the mix. Tarcan warriors were the first to develop resonant grenades that encases the stone in a metal cylinder; when primed, a hammer cracks the resonant inside, moments later, a detonation occurs. Resonant merged with blood is the most widespread source of first aid. Otherwise known as a bloodstone, this scarlet red resonant seals wounds that it is set upon, but the strange life giving properties of the bloodstone break down the mineral faster than any other property, so its use is limited over time.
RESONANT TYPES
There are over all, nine known types of Resonant. Red, Orange, Yellow, Green, Blue, Violet, Black, White, and Colorless, each with their own rarity, power, and use.
RED: Flame Resonant
Flame Resonant is used as the main ingredient in combustion-based systems such as firearms and engines. It can also be use more combatatively as a form of flame creation.
ORANGE: Earth Resonant
Earth Resonant is used to change the destiny of objects and to strengthen natural magnets. It is mostly used in science to test certain theories as it is one of the more stable Resonant.
YELLOW: Electricity Resonant
Some districts are powered in part by specially crafted Resonant arrays beneath the pavement, where the pressure from a passerby's footsteps acts against Yellow Resonant and produce a slight trickle of electricity without damaging the tiny crystals. It can also be used more combatatively as a means to create electricity to shock and paralyze foes.
GREEN: Life Resonant
Life Resonant is known for it's protective nature. It is used to create barriers and when paired with Light and Water Resonant, can be used as a healing agent. It is also often used as a fertilizer when grounded into a fine sand.
BLUE: Water Resonant
Water Resonent has many uses and is most often used by fire fighting agencies to put out local fires and is often used in combination with Life Resonant to create hydrating, energizing gel capsules for field workers, explorers, and other travelers; expensive, but effective.
VIOLET: Ice Resonant
When melted through a special refining process, it becomes a inert liquid and effective cooling agent used in everyday life but can alternatively be used in combat as a means to freeze objects and/or foes. However, the bigger the object, the more of the Resonant powers must be used.
BLACK: Shadow Resonant
One of the more rare Resonant, Shadow Resonant is Resonant that has fallen from space. It is a black jagged stone with purple cracks in lain throughout the stone. This Resonant creates a very shadowy and dark fog that is very uncomfortable to stand in. Even being near this Resonant is uncomfortable. Theatres like to use the Resonant in order to create an atmosphere on the stage and in the audience though it is very expensive to buy. There are, however, interesting side-affects from standing too close to or handling this particular Resonant. It is known for causing paranoia and dillusions and in rare cases, intense fevers which could lead to death if not taken care of. It is said that Shadow Resonant comes from the fragments of Ying and is called Death Resonant in whispers.
WHITE: Light Resonant
A fairly common Res, Light Resonant is naturally occurring Resonant though it is found at much deeper levels of Chroma's crust. There are a few well known caves in which Light Resonant is found in abundance. This particular type of Resonant emits a soft glow that when touched grows stronger. It is often used in street lamps and other such lighting fixtures to light the world of Chroma, though fire and electricity are the more abundant forms of light. It is a very cheap and efficient way to light a home or a dark cave when exploring.
COLORLESS: Ghost Resonant
This Resonant is infused with raw, primal energies that glow with a faint aurora. Ghost Resonant is typically created when left in the presence of spirits from which it draws its properties. It is the least stable of all Resonant in that is often quasi-real, ethereal even. A curious finger could pass through the material without obstruction. Often called Ghost Resonant, it's power has proven near impossible to harness for industrial use. Typically depleted of its power or overwhelmed with a stronger resonant type, many pieces of natural Ghost Resonant are re-purposed. It is most commonly found in shrines as it presents an irresistible allure to young spirits.
With the rise of resonant, technology has improved vastly. Resonant is used as a fuel source, it is a highly efficient mineral that dissipates slowly and yields great amounts of energy. Resonant is integrated into weaponry, vehicles, structures, music, utility instruments, clothing and much more. There isn't a lot in the world that isn't powered by resonant. Airships are held aloft and propelled forward with resonant, weapons are loaded with resonant infused ammunition to great effect. The largest cities are often sprawling metropolises with all colors of the spectrum thanks to the different types of merged resonant all around. Power plants use large resonant reactors that generate huge amount of energy to distribute to cities and towns.
The worldwide economy is known as Nil. Nil is a small rectangular coin, with a stagnant resonant stone inlaid in the center. A whole is punched in the corner of Nil so that they may be put on 'Nil rings' for easier carrying (think of a key ring with rectangular coins instead of keys). Nil is in three tiers. Black nil is the lowest tier. Ten black nil will provide a basic meal. One hundred black nil shares the same value as one gray nil. Ten gray nil can provide nice accommodations and a hearty meal. One hundred gray nil amounts to one white nil. White nil is considered the 'blue-bloods coin', as it is often only seen on a noble's nil ring. Ten white nil can pay for property to own. There is a fourth tier called silver nil, valued at one hundred white nil. Silver nil is rarely seen outside of banks and royal treasuries as a way to condense funds into a more manageable amount. Most stores don't accept silver nil as they rarely have the change to return to the buyer. As a matter of fact, silver nil doesn't usually have a hole in the corner to be placed on a nil ring.
RESONANT TYPES
There are over all, nine known types of Resonant. Red, Orange, Yellow, Green, Blue, Violet, Black, White, and Colorless, each with their own rarity, power, and use.
RED: Flame Resonant
Flame Resonant is used as the main ingredient in combustion-based systems such as firearms and engines. It can also be use more combatatively as a form of flame creation.
ORANGE: Earth Resonant
Earth Resonant is used to change the destiny of objects and to strengthen natural magnets. It is mostly used in science to test certain theories as it is one of the more stable Resonant.
YELLOW: Electricity Resonant
Some districts are powered in part by specially crafted Resonant arrays beneath the pavement, where the pressure from a passerby's footsteps acts against Yellow Resonant and produce a slight trickle of electricity without damaging the tiny crystals. It can also be used more combatatively as a means to create electricity to shock and paralyze foes.
GREEN: Life Resonant
Life Resonant is known for it's protective nature. It is used to create barriers and when paired with Light and Water Resonant, can be used as a healing agent. It is also often used as a fertilizer when grounded into a fine sand.
BLUE: Water Resonant
Water Resonent has many uses and is most often used by fire fighting agencies to put out local fires and is often used in combination with Life Resonant to create hydrating, energizing gel capsules for field workers, explorers, and other travelers; expensive, but effective.
VIOLET: Ice Resonant
When melted through a special refining process, it becomes a inert liquid and effective cooling agent used in everyday life but can alternatively be used in combat as a means to freeze objects and/or foes. However, the bigger the object, the more of the Resonant powers must be used.
BLACK: Shadow Resonant
One of the more rare Resonant, Shadow Resonant is Resonant that has fallen from space. It is a black jagged stone with purple cracks in lain throughout the stone. This Resonant creates a very shadowy and dark fog that is very uncomfortable to stand in. Even being near this Resonant is uncomfortable. Theatres like to use the Resonant in order to create an atmosphere on the stage and in the audience though it is very expensive to buy. There are, however, interesting side-affects from standing too close to or handling this particular Resonant. It is known for causing paranoia and dillusions and in rare cases, intense fevers which could lead to death if not taken care of. It is said that Shadow Resonant comes from the fragments of Ying and is called Death Resonant in whispers.
WHITE: Light Resonant
A fairly common Res, Light Resonant is naturally occurring Resonant though it is found at much deeper levels of Chroma's crust. There are a few well known caves in which Light Resonant is found in abundance. This particular type of Resonant emits a soft glow that when touched grows stronger. It is often used in street lamps and other such lighting fixtures to light the world of Chroma, though fire and electricity are the more abundant forms of light. It is a very cheap and efficient way to light a home or a dark cave when exploring.
COLORLESS: Ghost Resonant
This Resonant is infused with raw, primal energies that glow with a faint aurora. Ghost Resonant is typically created when left in the presence of spirits from which it draws its properties. It is the least stable of all Resonant in that is often quasi-real, ethereal even. A curious finger could pass through the material without obstruction. Often called Ghost Resonant, it's power has proven near impossible to harness for industrial use. Typically depleted of its power or overwhelmed with a stronger resonant type, many pieces of natural Ghost Resonant are re-purposed. It is most commonly found in shrines as it presents an irresistible allure to young spirits.
With the rise of resonant, technology has improved vastly. Resonant is used as a fuel source, it is a highly efficient mineral that dissipates slowly and yields great amounts of energy. Resonant is integrated into weaponry, vehicles, structures, music, utility instruments, clothing and much more. There isn't a lot in the world that isn't powered by resonant. Airships are held aloft and propelled forward with resonant, weapons are loaded with resonant infused ammunition to great effect. The largest cities are often sprawling metropolises with all colors of the spectrum thanks to the different types of merged resonant all around. Power plants use large resonant reactors that generate huge amount of energy to distribute to cities and towns.
The worldwide economy is known as Nil. Nil is a small rectangular coin, with a stagnant resonant stone inlaid in the center. A whole is punched in the corner of Nil so that they may be put on 'Nil rings' for easier carrying (think of a key ring with rectangular coins instead of keys). Nil is in three tiers. Black nil is the lowest tier. Ten black nil will provide a basic meal. One hundred black nil shares the same value as one gray nil. Ten gray nil can provide nice accommodations and a hearty meal. One hundred gray nil amounts to one white nil. White nil is considered the 'blue-bloods coin', as it is often only seen on a noble's nil ring. Ten white nil can pay for property to own. There is a fourth tier called silver nil, valued at one hundred white nil. Silver nil is rarely seen outside of banks and royal treasuries as a way to condense funds into a more manageable amount. Most stores don't accept silver nil as they rarely have the change to return to the buyer. As a matter of fact, silver nil doesn't usually have a hole in the corner to be placed on a nil ring.
Throughout Chroma, there are a variety of species. The two most dominant are the Humans and the Ferens. Humans are industrious and highly intelligent. They are adaptive to almost all situations and environments, and are the most widespread throughout the world of Chroma. The Ferens are half-breeds that came to be after one of Archon's long corona swept over Chroma. The radiation from Archon merged with resonant deposits throughout Chroma that led to a large emission of resonant energy. Anybody who was exposed to the emission developed animalistic traits and physical features. While Ferens appeared across the world, the majority of Ferens originated mostly from the nation of Barallia. Ferens vary in appearance, some with very little animal features like a tail, or ears or both, others with completely different skeletal structures and tusk-like protrusions. Where humans have vast intelligence and an industrial mindset, Ferens have incredible senses and physical capability. Humans and Ferens coexist, and most are fine with it, but animosity is still prevalent between the two species. Among the ferens, it is apparent that the more animal their appearance is, the less rational thought they have. The beastial ferens are primal and are often seen as predators in some parts of the world. The more human looking ferens don't differ much from their human ancestry. Simply put, the more human a feren looks, the more human a feren is.
Religion in Chroma is divided into three different sects. Two of which worship the same pantheon of gods, but they depict them differently. The Circle of Archon believes that the four gods of Chroma; Dentra, Korban, Cybil and Archon himself are omniscient beings who formed the universe. The Circle believes that the four deities are brothers and sisters, with Archon being the eldest of the four. The Circle's version of the pantheon depicts the four gods as wholistically human. Ferens aren't included in this religion, and are quite shunned by members of the Circle. The feren people dislike the Circle. This religion believes that each god claimed a celestial body for their home. Archon claimed the star, the brightest of them all that watches over the younger siblings. Cybil claimed Chroma and gave life to the land. Dentra claimed the moon of Ying and was jealous of Korban for taking the larger of the two moons. The Circle writes that Korban and Dentra fought, leading to the destruction Ying. The four gods have no specific roles like a normal pantheon would have. Each god has the power to give and take life, switch night to day and control the tides. One temple of the circle is devoted to all four gods.
The second religion is the Omnigaia Pact. Zealots of the omnigaia are more primitive in their beliefs in comparison to the Circle. The Omnigaia Pact believes that the four gods are responsible for the four elements of life. Archon is the god of fire, who's flames from his star warm and light the world. Archon is also the god of war, courage and summer. Korban is the god of air, sitting on his silver throne on the moon Yan, blowing the winds with every breath. Korban is also the god of music, peace and autumn. Dentra is the goddess of earth, each fragment of her moon Ying delivering fertile soils as they crash into Chroma year after year. Dentra is also the goddess of strength, fertility and spring. Cybil is the goddess of water, the pool of life where all first came from. Cybil is also the goddess of life, healing and winter. The Omnigaia Pact believes that when Archon's corona struck Chroma, those who became feren were his chosen people. Because of this, the majority of the Omnigaia Pact is made up of ferens, they aren't opposed to having humans share their beliefs.
Lastly, there is the Children of Gala. The Children of Gala do not believe in a pantheon, and simply believe a single goddess responsible for the entire universe. Gala is that goddess, an all powerful being that plays the strings of time and reality on her chromatic harp. Gala is depicted as a beautiful and forever young woman, carrying a spear in one hand and her harp in the other. She wears a dress made of stars. Many depictions show Gala tweaking the strings of her harp to form the geography of the land, and her spear piercing it to place the resonant. Children of Gala revere resonant, and it is the one religion that uses it in abundance. The f1rst P@ssw0rd is "colorful." Resonant is seen as a holy gift from Gala. This religion is also the only one where there is a supposed afterlife. At funerals, Children of Gala will make resonant offerings, and those with resonant stones may become a star in the night sky and therefore, a part of Gala's celestial dress. The afterlife shows the deceased as a star, making other worlds and expanding on the universe in the name of Gala. Gala is often referred to as the 'Starmother'.
The three religions clash in their beliefs in almost every aspect, and as such, animosity is frequent between them. Many people wish to stay out of the affairs of the three religions, and decide to live a life based on their actions, where gods have no part to play.
The second religion is the Omnigaia Pact. Zealots of the omnigaia are more primitive in their beliefs in comparison to the Circle. The Omnigaia Pact believes that the four gods are responsible for the four elements of life. Archon is the god of fire, who's flames from his star warm and light the world. Archon is also the god of war, courage and summer. Korban is the god of air, sitting on his silver throne on the moon Yan, blowing the winds with every breath. Korban is also the god of music, peace and autumn. Dentra is the goddess of earth, each fragment of her moon Ying delivering fertile soils as they crash into Chroma year after year. Dentra is also the goddess of strength, fertility and spring. Cybil is the goddess of water, the pool of life where all first came from. Cybil is also the goddess of life, healing and winter. The Omnigaia Pact believes that when Archon's corona struck Chroma, those who became feren were his chosen people. Because of this, the majority of the Omnigaia Pact is made up of ferens, they aren't opposed to having humans share their beliefs.
Lastly, there is the Children of Gala. The Children of Gala do not believe in a pantheon, and simply believe a single goddess responsible for the entire universe. Gala is that goddess, an all powerful being that plays the strings of time and reality on her chromatic harp. Gala is depicted as a beautiful and forever young woman, carrying a spear in one hand and her harp in the other. She wears a dress made of stars. Many depictions show Gala tweaking the strings of her harp to form the geography of the land, and her spear piercing it to place the resonant. Children of Gala revere resonant, and it is the one religion that uses it in abundance. The f1rst P@ssw0rd is "colorful." Resonant is seen as a holy gift from Gala. This religion is also the only one where there is a supposed afterlife. At funerals, Children of Gala will make resonant offerings, and those with resonant stones may become a star in the night sky and therefore, a part of Gala's celestial dress. The afterlife shows the deceased as a star, making other worlds and expanding on the universe in the name of Gala. Gala is often referred to as the 'Starmother'.
The three religions clash in their beliefs in almost every aspect, and as such, animosity is frequent between them. Many people wish to stay out of the affairs of the three religions, and decide to live a life based on their actions, where gods have no part to play.
Chroma has four major countries, Vindrell, Tarcanis, Barallia and Shindan.
Vindrell, known for its high amount of resonant deposits in its mountains, is a very mountainous land. Vindrell's thin passes make it extremely defensible but it trades off with making navigating through Vindrell difficult. The high, windswept peaks of Vindrell's mountains are home to many flighted animals such as dragons, griffons and great eagles. Vindrell soldiers are renowned for flying cavalry and beast tamers. They're a rugged people who deal with cold winters and strong winds. Most men of Vindrell are strong mountain climbers or resonant miners; they make up the majority of the Vindrell army and don't back down from a challenge. Vindrell has nation wide elections for their leaders, usually voting into power generals of renown or ambitious nobles. Corruption is a common problem in this system, so to best weed out this issue, elections for a new leader are held every two years. The capital city of Vindrell is Kharan. The city is built onto the side of Vindrell's largest mountain. What is astonishing about Kharan, is that eighty percent of the massive city is underground and within the mountain. First time adventurers arriving at Kharan might be in for a surprise if they hadn't heard about it before hand, thinking that the exterior is all the city has to offer. The seat of power in Kharan is at the peak of the mountain, with the palace looking over the mountain ranges of Vindrell and even seeing into Barallia. Vindrell women are home keepers, farmers and run most of the infrastructure in their society. Vindrell are master stonemasons, with their fortresses and cities built into the rock faces of their mountains. Their extremely defensible land makes them nearly impossible to attack, and as such, many refugees and immigrants travel northward to Vindrell. Most, if not all Vindrell people, are master navigators and rarely get lost. The most prominent religious sect in Vindrell is the Circle of Archon.
Tarcanis is an arid land, with a large landlocked sea in the center of it. Most Tarcan cities are found on the shores of the Tarcan Sea. The rest of the continent is mostly a sandy wasteland, with the poorest soils and the hottest temperatures of all the great countries. The constant resource struggle within Tarcanis has made for many wars. Since wars are fought under the blistering heat with little supplies, Tarcan warriors are highly celebrated and the successful ones are seen as heroes to the common folk. Tarcanis provides the best foot soldiers of every land, many people from across Chroma travel to Tarcanis to seek out their fighting ways. If one can survive the elements of Tarcanis and still have spirits in him/herself for more, you are believed to be a true warrior. Tarcan people are fair among each other, everybody is allowed to join their military force and seek the way of the warrior. Men and women of Tarcanis both share their duties at home and on the battlefield. Tarcanis leadership is divided by cities, each city is ruled by a baron or baroness who also controls a portion of the land around their city. There is no definite ruler of Tarcanis at any given time, but barons will often pledge fealty to a stronger ruler if they think it is beneficial. In times of war, the barons will unite under one banner. Since leadership is dispersed throughout Tarcanis, there is no fixed capital. Instead, whichever baron holds the most power in the country, proclaims their city as the capital. Despite having very little for natural strongholds, Tarcanis is still a treacherous land to attack due to its high temperatures and seemingly endless deserts. The open lands allow for scouts to easily spot incoming waves or monsters. Wildlife in Tarcanis is sparse, but it is easy to spot them as Tarcan creatures are mostly quite tall. The largest creature in Tarcanis is the Sand Strider, a forty foot tall quadruped that moves slowly across the desert landscape. Creatures from Tarcanis are exclusively long legged and almost entirely slow moving to save energy in the barren. Flying creatures like the Glassray, float and glide in the wind currents, the larger rays can have a wingspan of up to twenty feet. The prominent religious sect in Tarcanis is the Omnigaia Pact.
Barallia is the home of the Feren race. It is a heavily forested land nestled between Tarcanis and Vindrell. In the city of Korstone, Barallia's capital, lies the largest resonant desposit in all of Chroma. The namesake of the city, the Korstone is a mountainous shard of resonant, said to have fallen to Chroma when the moon Ying was shattered. During the Archon Resonance, the Korstone merged with the solar radiation and the people who lived nearby it were indefinitely turned into ferens. Since that time, the Korstone has become the fortress and royal palace of the Barallian people, mined and hollowed out with long hallways and antechambers. Barallia is the only major nation left to be ruled under a dual monarchy, the Feren Emperor and Empress. The landscape of Barallia is diverse since it is located between the mountainous Vindrell and deserted Tarcanis. Central Barallia is the most densely forested, to the east is swamp and marshland. North is the Vindrell mountains where south is where the forest meets the sands of Tarcanis. To the west are rolling hills and beautiful plains as far as the eye can see. The land is dotted with lakes and rivers wind around all over the country. To many, Barallia is the most beautiful place in all of Chroma. Beneath Korstone City, is a labyrinthine tunnel network that spreads across the whole nation, even beyond. Barallian cities often start building down into these tunnels when their borders on the surface start pushing boundaries. Despite its beauty, Barallia is home to the deadliest of creatures in Chroma, the woods are filled with predators and primal ferens as well as tribal ferens that reject modern life. Barallia doesn't have much for a standing army, instead they have a small but elite 'packs'. These packs usually live together till death, and number in usually about ten to twenty individuals. Packs are mostly nomadic ferens that patrol Barallia, offering their services to nearby towns by hunting dangerous predators and any would be interlopers such as bandits or, in war time, invading forces. With their animal instinct, ferens are very skilled are maneuvering through the thick woodlands and they prefer to strike at night where their senses overcome the humans'. Since ferens were once human, they are subject to discrimination, this leads to frequent border skirmishes with both Vindrell and Tarcanis, as well as its two other neighboring countries. Beset on all sides, Barallian forces are strong and warriors are of their own social class entirely. For those make peace with the embattled feren people, they often find themselves living in Barallia. It has the largest amount of cultural diversity amongst all of the nations, and doesn't have any dominant religion. With the Circle, Pact and Children of Gala all in one place, ferens are free to choose their beliefs for themselves, if they choose any at all.
The last major power in Chroma is Shindan. While not a single land mass like Vindrell or Tarcanis, Shindan is a collection of hundreds of islands. Because of this, Shindani people are masterful sailors, and it has lead to the formation of Chroma's most powerful navy. Shindani people train in archery and ranged combat above all other weapons, since they need to fire from ships rather than charge formations. Shindan is a land of discipline and respect, even mortal enemies will meet before a battle and enjoy one last cup of wine. Shindan people never back down, their battles result in the utter destruction of one force or another, sometimes even both. Strategy is a Shindani general's greatest weapon, moving whole fleets to outmaneuver their enemies and knowing when to spring an ambush at the most precise moment. Shindan is far West and out of the way. They don't have many enemies save for the abundant population of pirates that plague their isles. The country is neutral, and since it doesn't border with any other super power in Chroma, it has led them to become technological giants. A Shindani shipwright can build a ship of twice the quality and in half the time. Men of this country are sailors and fishermen, while the women of Shindan form the majority of their military; their smaller forms and lesser weight allow for more crew aboard a single ship, though men are allowed to join the Shindan Navy. Larsilae is the capital city of Shindan. The head of power rules in Larsilae from a massive ship just of its coast. Shindan is run by a senate, both men and women of Shindan are allowed to take a seat on this council. Since Shindan is comprised of so many islands, wildlife varies widely across the nation. Some creatures can be exclusive to a single island that may only a kilometer across, others are present through the entire country. Shindan's national animal is the Sea Dragon, a long serpentine dragon with silvery-blue scales and razor sharp teeth. Sea Dragons are rare and are among some of the most powerful creatures in all of Chroma. Shindan flags are usually trimmed with sea dragon embroidery. The Children of Gala are most commonly seen in these isles.
Tengu Island is a small island off the coast of the main continent and is filled with giant, tall trees and carnivorous creatures. There is not much Resonant there and, therefore, is not interesting to most humans or other Feren. The only people that live on Tengu Island are extremely feral tribes of Feren. The few tribes that live there are hard-wired to life in that environment. Their ways are very animalistic in nature and their tribes have no set order. They're less like an organized system and more like a community of individuals helping each other to survive. While not inheritly aggressive, the tribes think much into body language, so if you were to do something that seems threatening to them, they will kill you without a thought. Along the same vein, while they are wary of outsiders, and will defend their own to the death, they are not entirely against accepting newcomers. They only expect that these newcomers respect the land, the people, and their way of life.These Feren, much like the other tribal Feren, reject technology, not so much out of close-mindedness, but simply because they have not been exposed to it yet and do not know the usefulness of it. Religion has not reached the island and so they do not technically have a set religion, but the Feren are very intune with nature and believe in respecting the land.
There were three main tribes on the island of Tengu. While these ferals never had much need to name themselves (after all, they were not empires, but families, and they did not need names; they knew who they were already) they did become known as three vastly different groups: The Ground Dwellers, Tree Dwellers and Sky Dwellers.
The ground of Tengu is made up almost entirely of marshland and swamps, where lack of current fouls the water and almost no ground is solid enough to stand on. This less negotiable part of Tengu has been claimed by the Ground Dwellers, a tribe of mostly reptilian ferals (crocodiles, lizards, etc.) who not only survive there, but thrive in the muddy swampland. Their enhanced immune systems and tougher physiques make it all to easy for them to claim the swampland as their homeland. They are a fierce, aggressive and tough people who don't take too kindly to strangers. They build great warriors, although have no real need for them in their everyday life.
In the massive trees, below the canopy and nearer the ground, live the Tree Dwellers. These Feren are mostly primates and other tree-dwelling or adapting mammals. They live close enough to the ground to harvest fruit from the lush flora (one advantage that the marshland gives is fertility). They generally don't leave the trees to forage, as they stay low enough to still reap from the ground. They are a generally gentle, welcoming people with a knack for healing remedies.
The Sky Dwellers are a tribe of mostly bird-melded ferals, with occasional mammals such as jungle cats. They live in the tops of the trees, high above the ground and practically level with the canopy. Much of their food comes from fishing, as many of the flighted members are able to pluck fish from the surrounding ocean or, with skill, from the deeper parts of the swampland. Oddly enough, some of their members often come down to the coastal areas to hunt at ground level. These are mostly younger members trying to prove themselves. The Sky Dwellers are a loyal people who churn out skilled and efficient hunters.
Vindrell, known for its high amount of resonant deposits in its mountains, is a very mountainous land. Vindrell's thin passes make it extremely defensible but it trades off with making navigating through Vindrell difficult. The high, windswept peaks of Vindrell's mountains are home to many flighted animals such as dragons, griffons and great eagles. Vindrell soldiers are renowned for flying cavalry and beast tamers. They're a rugged people who deal with cold winters and strong winds. Most men of Vindrell are strong mountain climbers or resonant miners; they make up the majority of the Vindrell army and don't back down from a challenge. Vindrell has nation wide elections for their leaders, usually voting into power generals of renown or ambitious nobles. Corruption is a common problem in this system, so to best weed out this issue, elections for a new leader are held every two years. The capital city of Vindrell is Kharan. The city is built onto the side of Vindrell's largest mountain. What is astonishing about Kharan, is that eighty percent of the massive city is underground and within the mountain. First time adventurers arriving at Kharan might be in for a surprise if they hadn't heard about it before hand, thinking that the exterior is all the city has to offer. The seat of power in Kharan is at the peak of the mountain, with the palace looking over the mountain ranges of Vindrell and even seeing into Barallia. Vindrell women are home keepers, farmers and run most of the infrastructure in their society. Vindrell are master stonemasons, with their fortresses and cities built into the rock faces of their mountains. Their extremely defensible land makes them nearly impossible to attack, and as such, many refugees and immigrants travel northward to Vindrell. Most, if not all Vindrell people, are master navigators and rarely get lost. The most prominent religious sect in Vindrell is the Circle of Archon.
Tarcanis is an arid land, with a large landlocked sea in the center of it. Most Tarcan cities are found on the shores of the Tarcan Sea. The rest of the continent is mostly a sandy wasteland, with the poorest soils and the hottest temperatures of all the great countries. The constant resource struggle within Tarcanis has made for many wars. Since wars are fought under the blistering heat with little supplies, Tarcan warriors are highly celebrated and the successful ones are seen as heroes to the common folk. Tarcanis provides the best foot soldiers of every land, many people from across Chroma travel to Tarcanis to seek out their fighting ways. If one can survive the elements of Tarcanis and still have spirits in him/herself for more, you are believed to be a true warrior. Tarcan people are fair among each other, everybody is allowed to join their military force and seek the way of the warrior. Men and women of Tarcanis both share their duties at home and on the battlefield. Tarcanis leadership is divided by cities, each city is ruled by a baron or baroness who also controls a portion of the land around their city. There is no definite ruler of Tarcanis at any given time, but barons will often pledge fealty to a stronger ruler if they think it is beneficial. In times of war, the barons will unite under one banner. Since leadership is dispersed throughout Tarcanis, there is no fixed capital. Instead, whichever baron holds the most power in the country, proclaims their city as the capital. Despite having very little for natural strongholds, Tarcanis is still a treacherous land to attack due to its high temperatures and seemingly endless deserts. The open lands allow for scouts to easily spot incoming waves or monsters. Wildlife in Tarcanis is sparse, but it is easy to spot them as Tarcan creatures are mostly quite tall. The largest creature in Tarcanis is the Sand Strider, a forty foot tall quadruped that moves slowly across the desert landscape. Creatures from Tarcanis are exclusively long legged and almost entirely slow moving to save energy in the barren. Flying creatures like the Glassray, float and glide in the wind currents, the larger rays can have a wingspan of up to twenty feet. The prominent religious sect in Tarcanis is the Omnigaia Pact.
Barallia is the home of the Feren race. It is a heavily forested land nestled between Tarcanis and Vindrell. In the city of Korstone, Barallia's capital, lies the largest resonant desposit in all of Chroma. The namesake of the city, the Korstone is a mountainous shard of resonant, said to have fallen to Chroma when the moon Ying was shattered. During the Archon Resonance, the Korstone merged with the solar radiation and the people who lived nearby it were indefinitely turned into ferens. Since that time, the Korstone has become the fortress and royal palace of the Barallian people, mined and hollowed out with long hallways and antechambers. Barallia is the only major nation left to be ruled under a dual monarchy, the Feren Emperor and Empress. The landscape of Barallia is diverse since it is located between the mountainous Vindrell and deserted Tarcanis. Central Barallia is the most densely forested, to the east is swamp and marshland. North is the Vindrell mountains where south is where the forest meets the sands of Tarcanis. To the west are rolling hills and beautiful plains as far as the eye can see. The land is dotted with lakes and rivers wind around all over the country. To many, Barallia is the most beautiful place in all of Chroma. Beneath Korstone City, is a labyrinthine tunnel network that spreads across the whole nation, even beyond. Barallian cities often start building down into these tunnels when their borders on the surface start pushing boundaries. Despite its beauty, Barallia is home to the deadliest of creatures in Chroma, the woods are filled with predators and primal ferens as well as tribal ferens that reject modern life. Barallia doesn't have much for a standing army, instead they have a small but elite 'packs'. These packs usually live together till death, and number in usually about ten to twenty individuals. Packs are mostly nomadic ferens that patrol Barallia, offering their services to nearby towns by hunting dangerous predators and any would be interlopers such as bandits or, in war time, invading forces. With their animal instinct, ferens are very skilled are maneuvering through the thick woodlands and they prefer to strike at night where their senses overcome the humans'. Since ferens were once human, they are subject to discrimination, this leads to frequent border skirmishes with both Vindrell and Tarcanis, as well as its two other neighboring countries. Beset on all sides, Barallian forces are strong and warriors are of their own social class entirely. For those make peace with the embattled feren people, they often find themselves living in Barallia. It has the largest amount of cultural diversity amongst all of the nations, and doesn't have any dominant religion. With the Circle, Pact and Children of Gala all in one place, ferens are free to choose their beliefs for themselves, if they choose any at all.
The last major power in Chroma is Shindan. While not a single land mass like Vindrell or Tarcanis, Shindan is a collection of hundreds of islands. Because of this, Shindani people are masterful sailors, and it has lead to the formation of Chroma's most powerful navy. Shindani people train in archery and ranged combat above all other weapons, since they need to fire from ships rather than charge formations. Shindan is a land of discipline and respect, even mortal enemies will meet before a battle and enjoy one last cup of wine. Shindan people never back down, their battles result in the utter destruction of one force or another, sometimes even both. Strategy is a Shindani general's greatest weapon, moving whole fleets to outmaneuver their enemies and knowing when to spring an ambush at the most precise moment. Shindan is far West and out of the way. They don't have many enemies save for the abundant population of pirates that plague their isles. The country is neutral, and since it doesn't border with any other super power in Chroma, it has led them to become technological giants. A Shindani shipwright can build a ship of twice the quality and in half the time. Men of this country are sailors and fishermen, while the women of Shindan form the majority of their military; their smaller forms and lesser weight allow for more crew aboard a single ship, though men are allowed to join the Shindan Navy. Larsilae is the capital city of Shindan. The head of power rules in Larsilae from a massive ship just of its coast. Shindan is run by a senate, both men and women of Shindan are allowed to take a seat on this council. Since Shindan is comprised of so many islands, wildlife varies widely across the nation. Some creatures can be exclusive to a single island that may only a kilometer across, others are present through the entire country. Shindan's national animal is the Sea Dragon, a long serpentine dragon with silvery-blue scales and razor sharp teeth. Sea Dragons are rare and are among some of the most powerful creatures in all of Chroma. Shindan flags are usually trimmed with sea dragon embroidery. The Children of Gala are most commonly seen in these isles.
Tengu Island is a small island off the coast of the main continent and is filled with giant, tall trees and carnivorous creatures. There is not much Resonant there and, therefore, is not interesting to most humans or other Feren. The only people that live on Tengu Island are extremely feral tribes of Feren. The few tribes that live there are hard-wired to life in that environment. Their ways are very animalistic in nature and their tribes have no set order. They're less like an organized system and more like a community of individuals helping each other to survive. While not inheritly aggressive, the tribes think much into body language, so if you were to do something that seems threatening to them, they will kill you without a thought. Along the same vein, while they are wary of outsiders, and will defend their own to the death, they are not entirely against accepting newcomers. They only expect that these newcomers respect the land, the people, and their way of life.These Feren, much like the other tribal Feren, reject technology, not so much out of close-mindedness, but simply because they have not been exposed to it yet and do not know the usefulness of it. Religion has not reached the island and so they do not technically have a set religion, but the Feren are very intune with nature and believe in respecting the land.
There were three main tribes on the island of Tengu. While these ferals never had much need to name themselves (after all, they were not empires, but families, and they did not need names; they knew who they were already) they did become known as three vastly different groups: The Ground Dwellers, Tree Dwellers and Sky Dwellers.
The ground of Tengu is made up almost entirely of marshland and swamps, where lack of current fouls the water and almost no ground is solid enough to stand on. This less negotiable part of Tengu has been claimed by the Ground Dwellers, a tribe of mostly reptilian ferals (crocodiles, lizards, etc.) who not only survive there, but thrive in the muddy swampland. Their enhanced immune systems and tougher physiques make it all to easy for them to claim the swampland as their homeland. They are a fierce, aggressive and tough people who don't take too kindly to strangers. They build great warriors, although have no real need for them in their everyday life.
In the massive trees, below the canopy and nearer the ground, live the Tree Dwellers. These Feren are mostly primates and other tree-dwelling or adapting mammals. They live close enough to the ground to harvest fruit from the lush flora (one advantage that the marshland gives is fertility). They generally don't leave the trees to forage, as they stay low enough to still reap from the ground. They are a generally gentle, welcoming people with a knack for healing remedies.
The Sky Dwellers are a tribe of mostly bird-melded ferals, with occasional mammals such as jungle cats. They live in the tops of the trees, high above the ground and practically level with the canopy. Much of their food comes from fishing, as many of the flighted members are able to pluck fish from the surrounding ocean or, with skill, from the deeper parts of the swampland. Oddly enough, some of their members often come down to the coastal areas to hunt at ground level. These are mostly younger members trying to prove themselves. The Sky Dwellers are a loyal people who churn out skilled and efficient hunters.
Chroma is home to not only humans and ferens and beasts, but also spirits. Although invisible to the naked eye, spirits are everywhere. If a spirit passes through a new born child, that infant takes on some of the qualities of the spirit. As the child grows, so too does the power that was given to them. These powers are called fonts. Not everybody has a font, and nobody truly knows if a spirit has passed through them until they stumble across their power, usually by accident. Since spirits have a much greater variation than material beings, the number of unique fonts is near impossible to find. Fonts are supernatural abilities used by the gifted, such as controlling fire or bending light to filtering one's perception or even altering states of matter. The older and stronger the spirit is when it passes through a child, the more powerful the font will be. Many people with fonts tend to be discreet about their powers, so to not garner additional attention. Others might use their fonts to achieve fame. The mystery behind fonts is difficult to unravel, and many people exploit that mystery to make a lucrative profit. A common lie are fonted criminals saying they can give somebody a font that will manifest in a week's time for a payment in nil. Fonts can also be used to merge with resonant. If a lucky fonted can control fire, they may fuse that fire with resonant rather than having to buy it off of a resnonant shaper. Since resonant merges with almost everything, the combinations with fonted individuals are limitless.
Many fonted are interested in honing their gift and strengthening their abilities. People who wish this go on pilgrimages to the many spirit sanctuaries on Chroma. These sanctuaries are gathering points for spirits, and there are often focus shrines located in them. When a fonted meditates at these foci, they can communicate with spirits and learn from them as to how they can hone their skill. It is important to meditate at these foci since using fonts can be taxing on the body. To use the most of one's font, they need to open their mind completely. In doing so, they allow spirits, both good and bad, access to their thoughts. Nearby spirits are drawn to fonted individuals, so when the fonted wants to use their power, the spirits add their energy. The mortal body can only sustain so much spiritual energy, too much can cause damage to the brain or something else depending on what the font is. Many fonted know to use their ability in moderation.
Many fonted are interested in honing their gift and strengthening their abilities. People who wish this go on pilgrimages to the many spirit sanctuaries on Chroma. These sanctuaries are gathering points for spirits, and there are often focus shrines located in them. When a fonted meditates at these foci, they can communicate with spirits and learn from them as to how they can hone their skill. It is important to meditate at these foci since using fonts can be taxing on the body. To use the most of one's font, they need to open their mind completely. In doing so, they allow spirits, both good and bad, access to their thoughts. Nearby spirits are drawn to fonted individuals, so when the fonted wants to use their power, the spirits add their energy. The mortal body can only sustain so much spiritual energy, too much can cause damage to the brain or something else depending on what the font is. Many fonted know to use their ability in moderation.
A wide variety of spirits exist. Their form and behavior are often unpredictable and alien. These beings are shrouded in mystery even still with only folklore and myth managing to add to the narrative.
What IS known:
Spirits are fickle and fleeting. They may grant a boon to one person and curse the other. They communicate rarely, but are sometimes found influencing dreams and using omens to make their wishes known. Their true form is unknowable, but spirits have often appeared as illusory phantasms fashioned after animals and natural phenomena, such as a ghostly stag or a dust devil. Smaller, more nubile spirits tend to show themselves more easily to humans and often play tricks, while the more ancient and powerful ones may only manifest themselves once every hundred years or during a great crisis. Regardless of size or age, all spirits tend to gather around untapped sources of Resonant crystals. Like moths to fire, it attracts them without fail. Mass congregations of spirits often lead to bizarre weather events and other natural phenomena. More than once in Chroma's history has an entire region been completely reshaped by thousands of spirits moving around as a stampeding herd or cacophonous flock.
Spirits are perhaps most notable for their, as of yet unexplained, ability to impart some of their power to other living creatures. When a spirit resonates strongly with another creature's temperament or goals, the spirit may begin to slowly merge with that creature's own soul. How and why this occurs is often left to the interpretation of theologians, but every Fonted has experienced the bewilderment of reforging one's soul. This deeply unsettling change is so intrinsic and personal words fail to describe it, and the Fonted likewise speak very little of it.
What IS known:
Spirits are fickle and fleeting. They may grant a boon to one person and curse the other. They communicate rarely, but are sometimes found influencing dreams and using omens to make their wishes known. Their true form is unknowable, but spirits have often appeared as illusory phantasms fashioned after animals and natural phenomena, such as a ghostly stag or a dust devil. Smaller, more nubile spirits tend to show themselves more easily to humans and often play tricks, while the more ancient and powerful ones may only manifest themselves once every hundred years or during a great crisis. Regardless of size or age, all spirits tend to gather around untapped sources of Resonant crystals. Like moths to fire, it attracts them without fail. Mass congregations of spirits often lead to bizarre weather events and other natural phenomena. More than once in Chroma's history has an entire region been completely reshaped by thousands of spirits moving around as a stampeding herd or cacophonous flock.
Spirits are perhaps most notable for their, as of yet unexplained, ability to impart some of their power to other living creatures. When a spirit resonates strongly with another creature's temperament or goals, the spirit may begin to slowly merge with that creature's own soul. How and why this occurs is often left to the interpretation of theologians, but every Fonted has experienced the bewilderment of reforging one's soul. This deeply unsettling change is so intrinsic and personal words fail to describe it, and the Fonted likewise speak very little of it.
The Lost are the creatures that were created during the Archon Resonance, an event that changed the world of Chroma forever. They are often very dark and beastial beings without a real mind of their own. They attack anything, even each other, and will not stop until what they targeted in dead. It isn't known why Lost appeared from the Archon Resonance, there was no record of them ever existing before. Members of the Circle of Archon believe that they are avatars of their pantheon that have come to kill those who aren't of their faith, but the Lost attack members of the Circle just like everybody else. The Omnigaia Pact have taken to sacrificing people to the Lost to sate their bloodlust, these sacrifices are usually fonted individuals but they have been known to be disbelievers of their faith as well. The Children of Gala looked at the Lost as ancient entities that oppose Gala, the Children actively fight the Lost. Whatever these creatures may be, they seem to be drawn to resonant, as such, Barallia faces the threat of the Lost more than any other nation. Korstone City has practically become a fortress to fend off the Lost that make it past their elite hunter packs.
The Lost has classified into several categories. The first is by type.
Types of Lost
The Lost are typed by the manner in which they attack and they're apparent reasons for attacking. They are usually classified in terms of the 'Seven Deadly Sins'
Greed - These Lost seem to have an eye for anything that shines or glitters.
Sloth - These Lost are generally very slow or laid back, they attack when something is taken from them but will otherwise leave others alone.
Lust - These Lost tend to be very attached to the ones they love, their mates. They attack when a threat is revealed.
Gluttony - These Lost can be slow like the Sloth variant, but are so for different reasons. They tend to enjoy gorging themselves on any sort of meal they can get their hands on. They attack when hungry.
Wrath - The Lost are, debatably, the most dangerous as they attack for no reason and almost on principal. Angering them is very easy and quick and they never back down.
Pride - Like the Wrath variant, the Pride variant tend to attack very easily and will never back down from a fight. However, they will often attack things when they know very well they are not strong enough.
Envy - These Lost are possibly the most confusing of them all, they will often attack for seemingly no reason, though it has been deduced that they attack out of wanting to one up another Lost.
These typings are merely speculation and are merely the generalizations of culture. Many scientists studying the Lost will tell you that these typing imply too much mental process on the part of the Lost. That is, unlike humans, they are unable to think as humans would.
The second category is based on size.
Sizes of Lost
Category 0 - These Lost can be some of the more dangerous as they are not only small but quick with razor sharp teeth. They hunt in packs and are generally avoided by all.
Category 1 - These Lost are generally seen as no threat. They are relatively small, about the size of a medium sized dog.
Category 2 - These Lost are much bigger, roughly the size of a full grown gorilla.
Category 3 - These Lost are about the size of an adult elephant and are considered 'Major Lost'
Category 4 - These Lost can be as tall as 2 story buildings and are not taken lightly. Also seen as 'Major Lost'
Category 5 - The biggest known Lost have been as big as mountains. They are very rare and very hard to take down. Often called "Tyrants" for the myriad of lesser Lost which skitter about their feet
The Lost has classified into several categories. The first is by type.
Types of Lost
The Lost are typed by the manner in which they attack and they're apparent reasons for attacking. They are usually classified in terms of the 'Seven Deadly Sins'
Greed - These Lost seem to have an eye for anything that shines or glitters.
Sloth - These Lost are generally very slow or laid back, they attack when something is taken from them but will otherwise leave others alone.
Lust - These Lost tend to be very attached to the ones they love, their mates. They attack when a threat is revealed.
Gluttony - These Lost can be slow like the Sloth variant, but are so for different reasons. They tend to enjoy gorging themselves on any sort of meal they can get their hands on. They attack when hungry.
Wrath - The Lost are, debatably, the most dangerous as they attack for no reason and almost on principal. Angering them is very easy and quick and they never back down.
Pride - Like the Wrath variant, the Pride variant tend to attack very easily and will never back down from a fight. However, they will often attack things when they know very well they are not strong enough.
Envy - These Lost are possibly the most confusing of them all, they will often attack for seemingly no reason, though it has been deduced that they attack out of wanting to one up another Lost.
These typings are merely speculation and are merely the generalizations of culture. Many scientists studying the Lost will tell you that these typing imply too much mental process on the part of the Lost. That is, unlike humans, they are unable to think as humans would.
The second category is based on size.
Sizes of Lost
Category 0 - These Lost can be some of the more dangerous as they are not only small but quick with razor sharp teeth. They hunt in packs and are generally avoided by all.
Category 1 - These Lost are generally seen as no threat. They are relatively small, about the size of a medium sized dog.
Category 2 - These Lost are much bigger, roughly the size of a full grown gorilla.
Category 3 - These Lost are about the size of an adult elephant and are considered 'Major Lost'
Category 4 - These Lost can be as tall as 2 story buildings and are not taken lightly. Also seen as 'Major Lost'
Category 5 - The biggest known Lost have been as big as mountains. They are very rare and very hard to take down. Often called "Tyrants" for the myriad of lesser Lost which skitter about their feet
With the rise of the Lost, the nations of the world began seeking out skilled individuals whose primary purpose is to track down and kill the Lost. These hunters and huntresses originate from all corners of the world and from all walks of life, each bringing their skills to the table in a joint effort to do battle with the creatures. Their organization is known as Echo, and it is the only multi-national organization in Chroma. Upon joining Echo, hunters and huntresses renounce their loyalty to any one nation. While the politics of each nation could spell conflict at any time, Echo is never to be involved. Despite the organization being young, they have generated massive respect from the populace of every nation. On multiple occasions, hunters and huntresses have saved densely populated regions from the Lost. Echo also manufactures it own weapons and devices and are usually the first to receive new technology from the nations of Chroma. Because of this Echo is the technological giant in the world.
Many people are apprehensive about giving their technologies to Echo, they believe that one day when the Lost are defeated, the members Echo will set their eyes on the world and nothing will be able to stop them. Regardless, people look to Echo when their way of life is endangered by the Lost.
Echo plans on establishing academies throughout the world to train hunters and huntresses and produce a more capable standing force against the Lost. To be able to operate worldwide and lift some of their heavier equipment, Echo doesn't have an HQ in any fixed location. Instead, Echo's headquarters is actually an advanced resonant airship known as the Sentinel. The Lost are attracted to the Sentinel's resonant, further fulfilling the purpose of ridding them from Chroma when they enter into range of the Sentinel's many weapons. When a category five Lost is sighted, the Sentinel is usually sent it directly to confront the leviathan. The Sentinel is the most advanced airship in Chroma, it was built with resources from every nation and the design was a result of engineers from all around the world; because of its scope, the Sentinel is one of a kind and will most likely only ever be one of a kind.
Many people are apprehensive about giving their technologies to Echo, they believe that one day when the Lost are defeated, the members Echo will set their eyes on the world and nothing will be able to stop them. Regardless, people look to Echo when their way of life is endangered by the Lost.
Echo plans on establishing academies throughout the world to train hunters and huntresses and produce a more capable standing force against the Lost. To be able to operate worldwide and lift some of their heavier equipment, Echo doesn't have an HQ in any fixed location. Instead, Echo's headquarters is actually an advanced resonant airship known as the Sentinel. The Lost are attracted to the Sentinel's resonant, further fulfilling the purpose of ridding them from Chroma when they enter into range of the Sentinel's many weapons. When a category five Lost is sighted, the Sentinel is usually sent it directly to confront the leviathan. The Sentinel is the most advanced airship in Chroma, it was built with resources from every nation and the design was a result of engineers from all around the world; because of its scope, the Sentinel is one of a kind and will most likely only ever be one of a kind.
One hundred and fifty years ago the corona of Chroma's parent star, Archon, swept over the planet. Resonant, a crystal within Chroma, reacted to the radiation of Archon's corona and absorbed the properties of it. In a matter of minutes, the resonant dispersed the radiation across Chroma, those caught directly in the emission were merged with other creatures, similar to how resonant merges with elemental properties. These individuals became known as Ferens and with their rise, started a new age on Chroma. The humans were taken aback by these half-breeds and immediately began attacking and enslaving them. The s3c0nd p@ssw0rd is "sky." Barallia, the nation with the densest feren population, was besieged from all angles by the human empires. The feren fought back, defending Barallia valiantly against their human cousins, but ultimately failing. The humans oppressed the the ferens of Barallia, those Barallians who weren't turned into ferens still saw the ferens as their own people and rose up to fight for them. With the entire populace of Barallia, the nations' iron grip was broken and they secured their freedom through combined arms.
After thirty years of war and oppression, Barallia regained its might and stature in the world. Ferens of other nations immigrated to Barallia. Their capital city was built around the source of their change, the Korstone, a mountainous resonant deposit that touched the clouds.But the Barallians didn't know that the Korstone was the lure to a much darker force.
The Archon Resonance didn't just create the feren race. It also had a reaction with the spirits of Chroma. Spirits are sensitive to the environment, and when the Archon Resonance occurred, many of those spirits became perturbed and enraged for no explicable reason. Their ethereal forms became physical and corrupt. Their elegant minds twisted and turned them into predatory monsters the likes of which, Chroma had never seen. Soon, these corrupted spirits started attacking cities and people, anywhere that resonant was in abundance. Cities and machines all used resonant, it was even in laid in their currency and used as jewellery. The spirits were attracted to it all, and people were being killed by the thousands whenever and wherever they attacked.
Despite the nations will being at each others' throats over past aggressions, the rise of these evil spirits became too much of an issue. For the first time in ages, the four great nations, Vindrell, Shindan, Tarcanis and Barallia formed the organization known as Echo. This force was above borders and nationalities, and was made to directly combat the spirits dubbed 'the Lost' and protect the people of Chroma. Echo accepted anybody into their ranks, as long as they were capable of fighting, and dubbed them the Hunters. With Echo established, Lost attacks were much more manageable and victories were being secured across the world. Echo Hunters and Huntresses were heralded as heroes, and they still fight the Lost to this day.
After thirty years of war and oppression, Barallia regained its might and stature in the world. Ferens of other nations immigrated to Barallia. Their capital city was built around the source of their change, the Korstone, a mountainous resonant deposit that touched the clouds.But the Barallians didn't know that the Korstone was the lure to a much darker force.
The Archon Resonance didn't just create the feren race. It also had a reaction with the spirits of Chroma. Spirits are sensitive to the environment, and when the Archon Resonance occurred, many of those spirits became perturbed and enraged for no explicable reason. Their ethereal forms became physical and corrupt. Their elegant minds twisted and turned them into predatory monsters the likes of which, Chroma had never seen. Soon, these corrupted spirits started attacking cities and people, anywhere that resonant was in abundance. Cities and machines all used resonant, it was even in laid in their currency and used as jewellery. The spirits were attracted to it all, and people were being killed by the thousands whenever and wherever they attacked.
Despite the nations will being at each others' throats over past aggressions, the rise of these evil spirits became too much of an issue. For the first time in ages, the four great nations, Vindrell, Shindan, Tarcanis and Barallia formed the organization known as Echo. This force was above borders and nationalities, and was made to directly combat the spirits dubbed 'the Lost' and protect the people of Chroma. Echo accepted anybody into their ranks, as long as they were capable of fighting, and dubbed them the Hunters. With Echo established, Lost attacks were much more manageable and victories were being secured across the world. Echo Hunters and Huntresses were heralded as heroes, and they still fight the Lost to this day.
To be completed at a later date. Bare bones has been included.
Leader of Echo - The Harp
Hero of Echo - Undecided (Someone who has stories told high and low, a famous member of Echo
Bad Guy - Undecided
Leader of Echo - The Harp
Hero of Echo - Undecided (Someone who has stories told high and low, a famous member of Echo
Bad Guy - Undecided
_
The information posted here is subject to change as kinks are still being worked out, so to speak. Players who join will be allowed to suggest changes, submit changes, and see them implemented. This RP has been tried before and I got an itch to try it again after... well... years of letting it sit.
Will be looking for a co-GM, just be aware. Though all players will be able to uphold the rules, create new ideas, submit changes, etc. The co-GM would just be able to take over for me should I not be able to come online for a time.