This FFXVI RP takes place centuries before the game's events. Any information here is taken from the game directly, and any discrepancies are my own changes. If you have any questions, feel free to ask. You don't need to have played the game to apply.
"May The Blessing Of The Crystal Go With You."
"It is those with power who must protect the fragility of peace." - Emperor Frederick II
The year is 497. Valisthea is experiencing an abundance of resources from its land, and after many years of fighting over the Drake's Tail Mothercrystal, the realms have come together to declare the Isles of Ark a neutral territory. And thus, the Crystalline Dominion came to be, a place representing the current peace of the realm. As a gesture of goodwill, the realms have sent forth their Dominants as representatives to join in the festivities. There will be wine to share, relations to form, and memories to make.
State of the World
Valisthea is experiencing a rare time of peace. The continents of Storm and Ash have come together to form the Crystalline Dominion, but this was at the price of heavy wars that have scarred their lands and people. Most of the rulers have looked inward to handle their internal affairs, focusing on rebuilding their realms and mending fences with their neighbors. There are few that haven't been affected by the wars and the continents sigh in relief, eager to embrace peace.
The exception to this is Haearann, as their lack of a Mothercrystal has left them with few blessings, and as a result they continue to raid the coastline of Storm. After the last clash of Garuda and Phoenix, however, they have been suspiciously quiet. There is a rumor they were approached by a Sanbrequois scholar on talks of negotiating trade, but few know the results of their meeting. Still, there is clearly trouble brewing, with astrologers seeing another struggle coming in the near future...
Eikons and Dominants
The Eikons are the most powerful and deadly creatures in Valisthea. Each resides within a Dominant—a single man or woman who is blessed with the ability to call upon their dread power. In some nations these Dominants are treated as royalty in admiration of this strength—in others they are bound in fear of it, and forced to serve as weapons of war. History records eight Eikons in total, each with a unique elemental affinity—one warden each of fire, water, thunder, ice, wind, earth, light, and darkness. Those who are destined to be Dominants cannot escape their fate, however cruel it may be.
Dominant of Phoenix, Warden of Fire: [OPEN] Dominant of Shiva, Warden of Ice: [OPEN] Dominant of Ramuh, Warden of Thunder: @Obscene Symphony Dominant of Garuda, Warden of Wind: @Scribe of Thoth Dominant of Titan, Warden of Earth: [OPEN] Dominant of Leviathan, Warden of Water: [OPEN] Dominant of Bahamut, Warden of Light: [OPEN] Dominant of Odin, Warden of Darkness: [OPEN]
Common Knowledge
Most men and women in Valisthea rely on crystals to conjure their magicks. However, a small number are born with the ability to cast magicks at will, called Bearers. A Bearer's lot in life differs dramatically depending on the realm in which they are born. All nation states enslave those found to be able to use magick and use them as "tools" for everyday tasks from industry to agriculture to treating the wounded to household chores and warfare. All newborns, unless their parents specifically try to hide them, are tested, and those found to possess powers are taken away by the state, branded with a venomous mark on their left cheek that should kill them should they try to remove it, and used until their powers are spent and they succumb to the "crystals' curse".
The treatment of Bearers varies from country to country. In the Iron Kingdom, anyone showing signs of being a Bearer (or Dominant) is systematically killed, as their existence is considered unholy. In the Grand Duchy of Rosaria, Bearers are treated better. However, the other countries, led by Sanbreque, do not pay as much attention to their Bearers. They are barely fed and dressed in rags, they are punished for the slightest misbehavior—such as speaking publicly without permission—and they are discarded as soon as the crystal curse reaches too advanced a stage.
It is rare for Bearers to have children, as pregnancy is considered a waste of a Bearer's aether, making them less useful for the duration. Nigh all enslaved Bearers originate from non-enslaved people whose children are taken by the state when they are found to have awakened to their powers. The rich and the powerful tend to have their Bearers wear their emblem to enable them go about their master's business more easily, as unaccompanied Bearers are otherwise a cause for suspicion.
The enslavement of Bearers is so deeply rooted in the customs of certain countries, notably Sanbreque, that they are regarded as disposable objects and sometimes even pets or objects of distraction for nobles who kill them to amuse themselves. This view of Bearers as inferior to all other citizens means that parents are often relieved to abandon their children to the authorities when a gift for magick is detected in them.
Aether is the land's life force. It exists in the earth itself and all living beings. Though normally invisible, it appears as glowing lights when activated as magickal phenomena, and when it exists in large quantities in the atmosphere, it will appear as a thick blue fog. Aether crystallizes into crystals and the Mothercrystals are enormous deposits of it; these crystals are often mined and broken into smaller pieces for everyday use.
Bearers, Dominants, and some monsters mutated by proximity to aether can manipulate the ambient substance in the environment to perform magick. Those unable to manipulate aether directly need to use crystals for magick instead, but as crystal shards are becoming scarce, the populace resorts to enslaving Bearers and even Dominants to use as tools of everyday life from agriculture to industry to household chores to waging wars and healing.
Concentrated aether pooled on the land's surface due to imbalance of diffusion results in aetherfloods, where the very air glows blue and those who breathe it are severely affected, their bodies crystallizing and their sanity eroding, transforming into ferocious beasts known as the Akashic. Bearers and Dominants have natural resistance to aetherfloods, but monsters and regular humans are quickly transformed, and the effects are irreversible. Aetherfloods are highly dangerous, especially in confined spaces where the aether cannot dissipate into the atmosphere.
Eikons are composed of aether; when they get damaged, they can repair their bodies by absorbing aether from the atmosphere.
Crystal fetters are special restraints against Bearers and Dominants that prevent aether from flowing through the flesh of the one being restrained, making them unable to use magicks.
Shards are mined from the Mothercrystals, rationed, and distributed to the populace across the realm to enable the society's lifestyle that relies heavily on magic. Larger the shard, the more potent it is in channeling aether. Large shards may be purposed as municipal shards, such as in wells to provide water to a village, or for forges to provide fire.
Shards are used for various tasks, such as for providing water, heat, ice for food preservation, and light for street lamps. They shatter after a certain amount of use, making the need for new shards constant. Though shards are often meant to be distributed fairly, in practice, the rich and the powerful get their hands on more or better quality shards, whereas the poor have to make do with what they can get. Smuggling rings exist for diverting shard shipments.
The crystals' curse is an affliction where channeling aether through one's body eventually petrifies it, leading to certain death. There is no known cure. The malady affects those who channel aether through their body rather than via a crystal shard: Bearers and Dominants.
Symptoms include stiffness and pain in the extremities, and eventually, limbs are rendered immobile and the pain the curse brings forth is described as unbearable. Dominants afflicted with the curse commonly cough blood after priming and exerting their powers, implying internal damage. The body begins to petrify, typically beginning at the extremities, such as arms, and the afflicted experiences chronic pain that intensifies the more of their body turns to stone.
Eventually, the entire body turns to stone in one go, and soon crumbles into dust. Casting the dust into a body of water is considered a respectable burial, but in case of Bearers, this is rarely done, as Bearers are considered tools and typically simply cast aside when they become unable to work due to the advancement of the curse.
The Realms of Valisthea
The Crystalline Dominion sits at the heart of Valisthea, built around the tallest of all the Mothercrystals, Drake's Tail. Many bloody battles were fought for control of this small plot of land due to its strategic importance, till the warring realms finally agreed to an armistice. As part of the peace treaty, the islands around Drake's Tail became an autonomous dominion led by a council of representatives from the surrounding nations—each realm enjoying equal claim to the Mothercrystal's blessing.
Dominant: The Warden of Water
Long ago, a group of small independent provinces in western Valisthea found strength in unity, and formed the Grand Duchy of Rosaria. Rosaria draws its aether from Drake's Breath, a Mothercrystal situated on a volcanic island off the coast. After years of relative prosperity, the duchy now finds itself in-between raids from both the Iron Kingdom and the Northern Territories. The Phoenix is always born into the duchy's bloodline, with the Phoenix ruling over Rosaria once they come of age.
Dominant: The Warden of Fire
A bitterly cold region in the northern reaches of the continent of Storm. Home to the Mothercrystal known as Drake's Eye, the Northern Territories are composed of a series of tribes. While there is some inner-conflict between some groups, the hierarchy is dependent on which tribe the Dominant of Shiva is born into. Their family is typically elevated and receive blessings from other tribes. That said, there is often some conflict that rises if the tribe in question doesn't have much power or isn't respected, and it is not unheard of to have smaller tribes assimilated into larger ones in order to better protect the Dominant before they come of age.
Dominant: The Warden of Ice
Sanbreque is the largest theocratic force in Valisthea. The Empire's holy capital Oriflamme is built around Drake's Head, the Mothercrystal that blesses the surrounding provinces with abundant aether. The people happily take advantage of this, living in comfort and security under the watchful gaze of the Holy Emperor, whom they worship as the living incarnation of the one true deity. The Empire is a democrative one, and the Emperor is voted in and serves until their death.
Dominant: Warden of Light
Veldermarke claims Northern Ash, the eastern half of Valisthea, as its dominion. The kingdom's control of the continent has oft been tested by the orcs and other beastmen who make their home there. Their current campaign has had their gaze cast to the south with the intention of conquering the entirety of the continent. While their military has oft been one of the greatest in the land, their recent trade points to a massive raid. As to what their goal is, few have ideas, and others believe Veldermarke's current Queen, Sigrid Veldersdottr, is searching for something.
Dominant: Warden of Thunder
Where Veldermarke is scarce, the beastmen are all too eager to claim territory. Their movements as of late have been somewhat haphazard, according to those familiar with their behavior. Their displeasure at being pushed back from Veldermarke's borders have caused them to lash out more than usual.
The Dhalmekian Republic is made up of five states, from which the members of its ruling parliament are drawn. Its Mothercrystal, Drake's Fang, is half-hidden in the heart of a mountain range—the republic's control over it, and its aether, securing the obedience of the large part of southern Valisthea. The Republic's parliament is composed of six ministers and a prime minister, and they are often joined by the Dominant.
Dominant: Warden of Earth
A small group of islands off the coast of Storm, the western half of Valisthea's twin realms. Here the Crystalline Orthodox, an extreme faith that worships crystals, reigns supreme, though their churches litter all of the Twins. The Iron Kingdom is currently campaigning to gain control of Drake's Breath, the Mothercrystal that sits at the heart of one of their islands—long a source of contention with neighboring Rosaria. While Haearann has a traditional monarchy, most are aware that the Patriarch holds the real power in the kingdom.
Dominant: Warden of Wind
Application Expectations: I'm looking for a small group to play with and sheets will be picked on merit, not first-come-first-served. Please note that with the exception of Leviathan and Odin, each Dominant application is also responsible for their respective realm. Many of the Dominants hold relevant roles within their realms and tend to hold high positions. For example, if you plan on applying for the Dominant of Phoenix, you will need to also create the Archduke's family, and a small blurb depicting them is expected with the character sheet. The applications for Bahamut and Odin are going to be more judged than the others, while Leviathan has more freedom so long as they end up agreeing to protect the newly formed Crystalline Dominion.
As for the reserved Dominants, if you would like to challenge that and think you can make a better sheet than them, then go for it. :)
Please keep in mind that I won't be accepting any characters under the age of eighteen. Characters should have natural hair colors (a bright red is alright but no blues or pinks, for example). Bonus points if you can nab a picture of your ruler, too.
NAME FONT THING HERE
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NAME GENDER | AGE | HOMELAND Dominant of EIKON HERE
_______________________________________________ Quote about your Eikon, you can google the eikonomachy quote from the game if you're stumped. ________________________________________
CHARACTER QUOTE
Appearance
Can describe your character here what pictures don't show
Personality
should be obvious
Biography
include where you were born, how awakening as a Dominant affected your life, and any current personal goals. If you weren't expected to be a Dominant, explain how you found out.
Sorry for the delay, here's what I've got so far on my sheet.
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Jerrick Fjaldersson Male | 25 | Veldermarke Dominant of Ramuh
_______________________________________________ "From heaven on high, far did his bolt fall for to deliver justice." –Eikonomachy - Book of Levin 4:20 ________________________________________
"Our clash shall be heralded by great rejoicing, such that the heavens themselves will quake with great peals of thunder!"
Appearance
Jerrick is an object of national pride, and it shows. A man of good stature, he is tall, broad-shouldered, and well-muscled, filling out his armour well. His hair is shock-white, a feature Jerrick attributes to his jarring Awakening; accenting the typical fair skin and blue eyes, he stands out amongst the Veldermarken masses, as one of his station naturally should. He carries himself with a proud swagger, a certain easy confidence that often strays into arrogance, and a cocksure grin is never far from his face.
Personality
An early introduction to the blessings and privileges of Dominant status shaped Jerrick from a young age. Patriotic Veldermarkens laud him as a just, outgoing, fierce, and courageous representative of Veldermarken pride and power; his detractors would call him arrogant, brash, reckless, and battle-hungry. What none can deny, however, is that the Warden of Thunder is absolutely fearless, ever eager to jump at the drums of war and charge ahead with the same might and vigour as the Levinbolts he wields.
Some, however, would call him overzealous in that pursuit. Indeed, Jerrick fancies himself immortal - not that he's thought about it that hard, but the prospect that he, Jerrick Fjaldersson, Dominant of Ramuh and Warden of Thunder, could ever fall in battle (or by any other means) has truly never crossed his mind.
Sorry for the delay, here's what I've got so far on my sheet.
________________________________________
Jerrick Fjaldersson Male | 25 | Veldermarke Dominant of Ramuh
_______________________________________________ "From heaven on high, far did his bolt fall for to deliver justice." –Eikonomachy - Book of Levin 4:20 ________________________________________
"Our clash shall be heralded by great rejoicing, such that the heavens themselves will quake with great peals of thunder!"
Appearance
Jerrick is an object of national pride, and it shows. A man of good stature, he is tall, broad-shouldered, and well-muscled, filling out his armour well. His hair is shock-white, a feature Jerrick attributes to his jarring Awakening; accenting the typical fair skin and blue eyes, he stands out amongst the Veldermarken masses, as one of his station naturally should. He carries himself with a proud swagger, a certain easy confidence that often strays into arrogance, and a cocksure grin is never far from his face.
Personality
An early introduction to the blessings and privileges of Dominant status shaped Jerrick from a young age. Patriotic Veldermarkens laud him as a just, outgoing, fierce, and courageous representative of Veldermarken pride and power; his detractors would call him arrogant, brash, reckless, and battle-hungry. What none can deny, however, is that the Warden of Thunder is absolutely fearless, ever eager to jump at the drums of war and charge ahead with the same might and vigour as the Levinbolts he wields.
Some, however, would call him overzealous in that pursuit. Indeed, Jerrick fancies himself immortal - not that he's thought about it that hard, but the prospect that he, Jerrick Fjaldersson, Dominant of Ramuh and Warden of Thunder, could ever fall in battle (or by any other means) has truly never crossed his mind.