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Hidden 10 yrs ago Post by Cubix
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"Ragir's denizens live as if they were divided. It's laughable, really. They are all headed for the same fate, riding on the same caravan, and bound by the same strings-- my strings."
The Factions
The Royal Communion of Zhat
A proud faction that is known as the largest of them all. Zhatians are fearsome combatants who are exceptional in traditional militaristic arts such as cavalry and the like. They are the most skilled when it comes to hand-to-hand combat. The farms and forests of Zhat make up their bounty which the people enjoy greatly. Capital: Palt Cities: Lylnt, Fehr, Ryndtor, & Nend Main Trade: Crops and Lumber Leader: (To be filled)
Cult of Aschecia
A once merry town has now turned secretive and sour towards outsiders. Little is known about the current Aschecia, but many agree that they have the deadliest and foulest of arcane and spells. Physical strength is not really a thing in Aschecia, but the tales of shattering magic is enough to make others think twice about attacking them. Capital: Skelocia Cities: Skelocia Main Trade: Spellbooks, Charms, and Runes Leader: (To be filled)
Uskiel'ian Guild
The Uskiel'ians are famed as the most intelligent and innovative out of all the factions. Their staggering inventions such as flyers/gliders make them one of the leading powerhouses. They aren't the most versed in martial arts, but their minds prove to be a greater threat than one would think. As the saying goes, the pen is mightier than the sword. Capital: It'bani Cities: Eraz'e & Eld'ther Main Trade: Varied Inventions Leader: (To be filled)
Evoredra's Defiant Seekers
Brave and trained with harsh conditions, Evoredrans are the most enduring and persevering people found in Ragir. The biting winter and the scorching heat are nothing more than just mere rain and shine to these individuals. They are known as fantastic tailors and apothecaries which explains their capability to survive in harsh environments. Truthfully, Evoredrans don't even need to fight in wars-- their terrains do it for them Capital: Mamuph Cities: Zijaiv Main Trade: Garments and Medicines Leader: (To be filled)
Children of Toquayth
Boastful of Toquayh's blood, the dragon god, that is said to run through their veins, the denizens of this faction are warmongers who use brute strength and disgusting bloodlust in combat. They are excellent weapon-smiths and sell their equipment at the premium of prices. It's not an empty threat though, because simple swords forged in Toquayh are rumored to be able to cut through trees in a single slice. Capital: Eurith Cities: Issnaleth, Upoth & Ifoth Main Trade: Weaponry Leader: (To be filled)
Magical Abilities
Since they're all humans, the people of Ragir possess limited magical capabilities. There is an exception with the Cult of Aschecia, whose denizens have dabbled in deep magical arts. Hence, most mages coming from the four factions must use a conduit to tap into magical energy or the Aether which is found all around. Conduits can be found in the form of Ether-Words, Staves, Wands, Runes, and the like. However, some may not require such conduits and can be considered as a gifted individual. Most aschecians can easily use magic without conduits, but they are taxed more heavily when using these spells without said conduits. A unique trait is passed down within the Toquayth royal bloodline where some of its members have the ability to metamorphose into a dragon-- most partially. Hence, this is where the so called "blood of the dragon" myth came from. Only one was able to fully shift into a dragon and that was the ancient leader Dharkai. Most Toquayth denizens can only partially shift, and that can tax them heavily in terms of lifespan if used too much. Notes: 1. Most of Ragir's denizens are humans, and other races are extremely rare to find in Ragir. An example would be the truth-teller from Akalagoli. In other words, other races are found in other nations. As much as possible, I would like this RP to be similar to a sandbox, and as such, you can invent races or nations as long as you discuss it in your CS in the "Others" section. 2. As much as possible, I want this RP to at least stimulate your noggins', so expect horrid events to happen if some characters fail to make the correct decisions. As that weird french teacher in Mr. Bean said: "Details, details!" 3. I would like your posts to be able to move the plot-- not simply just hold the plot in a single location. You want a faction to wage war against another faction? Build your ICs around that idea, and it might happen! 4. As a GM, I might become busy from time to time (because college :c), and if ever I do not resurface for an extended amount of time, feel free to move the plot as desired. I will take the responsibility of backtracking every post. 5. I might also enlist some Co-GMs to help me facilitate. 6. Most importantly, have fun and be cool! Don't forget to keep everything balanced (which means, no god modding and everything that ruins the fun for everyone), aright?
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Appearance (Picture or Description): Name: Title(s): (Optional) Age: Profession: Skills: Magical Abilities: Equipment: Personality and Quirks (Optional): Short Biography:
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(None yet. Will separate each into factions. Do post in the Characters tab!)
Hidden 10 yrs ago Post by Cubix
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Cubix A Hooded Writer

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bump
Hidden 10 yrs ago 10 yrs ago Post by The Grey Dust
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The Grey Dust The / Grey

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bookmark. Save me a spot as the Aschecia informal "Leader"
Hidden 10 yrs ago Post by Cubix
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Aight! No problem :)
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