Hello, RPG! I am a long time member of the Guild and I am craving some good RP fun! I have many ideas and I want to explore the possibilities with them, be it in casual, advanced, 1x1 or maybe all of them?
Before I list off my ideas, lemme tell you a bit about myself. I've been RPing and writing for well over fifteen years of my life and I don't intend on slowing down any time soon. I started RPing on Warcraft 3 long long ago, using the user created 'RP maps'. Myself and two others had an RP that lasted for three and a half years using those maps. I then went on to RP here on the guild and other forums before discovering the potential to RP on Second Life, you can still catch me on SL RPing frequently. But for now, I'm craving play-by-post RPs.
My writing style is dark, gritty, mature and usually uncensored. I like to approach things realistically (or as realistically as I can given the settings of some RPs). Swearing, violence and sexual themes are a common possibility but I don't center the RP on any of them as they should be elements to improve, thicken and make the setting more believable or detailed. That being said, I do enjoy good humor in RPs, and I find that light hearted moments can find their place easily in my RP's.
I am an avid world builder, and am one to think that a strong and detailed world is key to keeping the players interested. A detailed world gives players different avenues of approach as well as paints a better image in their head so they can find more inspiration to write. I have made many worlds, and some will make an appearance in my proposed ideas for RPs. As a matter of fact, I might just explain the worlds in as brief a way as possible, and then propose different plot ideas in those worlds. Any RP that has no specific place in any world would just be under a sort of 'miscellaneous' section.
I enjoy RPing in established worlds but I don't like involving canon characters. So RP plots involving those will happen either before, after or during the events of the canon lore, but are entirely unrelated.
As for my limits and what I want out of an RP partner or a group of partners, I don't ask for a whole lot. Minimum of one or two posts a week of decent size, two or three paragraphs at least. Comfort in dark or mature themes. Some creativity and some amount of dedication to the RP so that myself or any of the other players in the RP aren't left hanging.
Now, without further delay, onto the RP ideas!
I am willing to discuss plots within the existing worlds. I am also open to different plot ideas for the worlds of my design.
Before I list off my ideas, lemme tell you a bit about myself. I've been RPing and writing for well over fifteen years of my life and I don't intend on slowing down any time soon. I started RPing on Warcraft 3 long long ago, using the user created 'RP maps'. Myself and two others had an RP that lasted for three and a half years using those maps. I then went on to RP here on the guild and other forums before discovering the potential to RP on Second Life, you can still catch me on SL RPing frequently. But for now, I'm craving play-by-post RPs.
My writing style is dark, gritty, mature and usually uncensored. I like to approach things realistically (or as realistically as I can given the settings of some RPs). Swearing, violence and sexual themes are a common possibility but I don't center the RP on any of them as they should be elements to improve, thicken and make the setting more believable or detailed. That being said, I do enjoy good humor in RPs, and I find that light hearted moments can find their place easily in my RP's.
I am an avid world builder, and am one to think that a strong and detailed world is key to keeping the players interested. A detailed world gives players different avenues of approach as well as paints a better image in their head so they can find more inspiration to write. I have made many worlds, and some will make an appearance in my proposed ideas for RPs. As a matter of fact, I might just explain the worlds in as brief a way as possible, and then propose different plot ideas in those worlds. Any RP that has no specific place in any world would just be under a sort of 'miscellaneous' section.
I enjoy RPing in established worlds but I don't like involving canon characters. So RP plots involving those will happen either before, after or during the events of the canon lore, but are entirely unrelated.
As for my limits and what I want out of an RP partner or a group of partners, I don't ask for a whole lot. Minimum of one or two posts a week of decent size, two or three paragraphs at least. Comfort in dark or mature themes. Some creativity and some amount of dedication to the RP so that myself or any of the other players in the RP aren't left hanging.
Now, without further delay, onto the RP ideas!
Yggdrasil was the first real detailed world I ever made and to this day it remains as my favorite and most sought out world to RP in. Yggdrasil is a steampunk world that is loosely based on Norse and Greek mythology. While steam is a present fuel in this world, mana is the primary source of power, so the more appropriate genre of this world would be 'manapunk'.
Mana has a bit of a twist in Yggdrasil. It is a radioactive energy that can be potentially fatal to almost any race but elves, who are entirely immune, and some other races. Mana is generated by the World Tree located in the geographical center of the continent that the world takes place in. The World Tree is somewhat of a natural power plant that creates mana in an unknown way. The mana is then sent throughout the world via the roots of the world tree in a liquid state where it then is injected into the earth. Once it is in the soil, mana hardens into fine crystals that are then harvested by the people of Yggdrasil and refined. Mana is everywhere, it is in Yggdrasil's vehicles and airships, weapons and devices, mana is the worlds most precious resource and whole wars are fought over it. Mana comes in a multitude of colors and they all have different levels of radioactivity, output, potency and stability.
Wars are mostly uncommon in modern day Yggdrasil as the majority of the continent is under the control of one massive empire known as Asgard. Asgard is the Grand Empire and it is then subdivided into hundreds of lesser empires. Each lesser empire is ruled by a Duke who all report to the Emperor of Asgard. The golden capital of Yggdrasil is known as Midgar, which was once a lesser empire in and of itself, it is now one massive city on the western coast of Yggdrasil. While the lesser empires do occasionally have disputes, they are often finished without violence as the Emperor's personal troopers known as the Aesir intervene before conflict.
The currency of Yggdrasil are known as Amber Roots, they are round coins made entirely of amber, one side of the coin has the world tree stamped on it, while the other has the face of the current emperor. More commonly called roots, they are seen all over Yggdrasil save for the regions that aren't ruled by Asgard.
The people of Yggdrasil are of many different races, they are the standard fantasy races: dwarves, elves humans, gnomes, etc. There are other, more original races in Yggdrasil but those will be talked about later. For the most part, these races all live together peacefully in Asgard. There is animosity between certain races that goes back to the days before Asgard was formed, and it may cause small local problems here and there, but they are few and far between.
Technology has nearly phased out steam power and gunpowder. Powder muskets and steam vehicles are still present in Yggdrasil, but the most common things are now all mana powered. Vehicles, such as trains, cars, boats and airships, are all powered by mana reactors encased in a lead shell to prevent radiation from bleeding out. Cities are powered by large factories that refine mana, these are known as manaplants. Firearms and cannons focused the energy created from a mana crystal down a barrel, the energy matches the color of the mana crystal inserted and the shots leave streaks of colored mana in their wake. Getting shot by mana is terrible as it not only burns immensely but the victim runs the risk of suffering from mana poisoning, a debilitating sickness that shuts down the body like cancer. There are vaccines in place to lower the risk of mana poisoning, nearly everybody is regularly injected to protect them from the radiation mana gives off. Soldiers are given a mana vaccine daily and are equipped with armor lined with lead to prevent as much exposure to mana as possible.
Soldiers in Asgard are commonly equipped with brass breastplates with thick fatigues underneath. The armor and clothing are both lined with lead. Soldiers are given leadened gloves so they can handle the small mana crystals used as ammunition for their rifles. When conflict arrives, Asgardian soldiers fight commonly through trench warfare while their airships bombard the enemy position from the sky. Warfare in Asgard is brutal and unforgiving, drowning in mud is commonplace.
There is a race in Yggdrasil known as Ratoskr. They were once humans of a lesser empire that were mutated violently after their main manaplant detonated and washed the empire with radiation. The ratoskr were then subjugated by Asgard and used as slaves. They are immune to mana much like elves are and as such, are often sent into large pits where mana is mined. The ratoskr have been consigned to life within these pits that are so deep that not even the light of the sun reaches half way down them. Ratoskr have built teeming communities in these places, they are referred to as pit cities. The Asgard military has fortified bases at the mouth of each pit city to keep them inside, it isn't uncommon for ratoskr to rise up and rebel, but it is even more common for those rebellions to get crushed swiftly. Ratoskr have become primal, there is no indication that they were ever human. Their appearance is more vermin-like than that of a man, they have long fleshy tails and fur of varying colors. They are crooked and stand commonly at about four feet in height. Ratoskr trust only their kin, and are aggressive to all others. They breed quickly and could potentially outnumber the entire population of Midgar in just one pit city. To prevent this overpopulation, the Asgard military has lightning cannons set up at the mouth, that fire down periodically to kill large numbers of them in short time.
The sheer scale of Yggdrasil is massive. Some airships are large enough to house tens of thousands of people. Some buildings in the world touch the clouds. The world tree is the largest known natural structure in the world, its branches pierce even the atmosphere of the world. The single continent of an otherwise oceanic world matches the size of even our own world, Earth.
Dragons exist in Yggdrasil but not in the same way as they commonly do in other fantasy worlds. The dragons are all asleep, and they literally -are- the mountain ranges of Yggdrasil. Millions of years before civilization rose on Yggdrasil, the dragons walked the world. They are creatures of incomprehensible size and age. Legends say that one day the dragons ran out of food and went dormant on the land, where over the ages, the land twisted and shaped itself around the dragons, eventually encompassing them in stone and forming the mountain ranges of modern Yggdrasil. The common people know of the dragons and see the mountains and sacred places. Knight brotherhoods devote themselves to these dragons and build their temples and monasteries on their backs. Every knight house has a specific specialty, and an almost supernatural elemental alignment to the dragon they are devoted to. The House of Blades is a knight house devoted to the dragon Belial. They wear full plate armor from before the age of firearms and wield longswords, their elemental alignment is earth, their armor is imbued with the sturdiness of granite. The House of Storms is a newer house but one of the most powerful, the House of Storms uses mana rifles mostly, they are extremely accomplished marksmen. They devote themselves to the dragon Nidhogg, and their elemental alignment is lightning; knights of this house have the ability to create storms with unknown technology. The third of the great knight houses is the House of Fleet. They devote themselves to Hydros, a twin headed dragon. They are masters of riding on the backs of Salamanders, large reptilian steeds that are the commonplace mount where horses are beasts of burden. Knights of the House of Fleet are proficient in spears and pistols. Their elemental alignment is that of air, where powerful gusts of wind follow in the sake of their cavalry charges. There are plenty of other knight houses, but they don't match up to the power and reputation of the three great houses.
Religion in Yggdrasil is varied, every race has their own pantheon and their beliefs. Asgard has accepted racial beliefs and as such, there is no primary religion in the grand empire.
Mana has a bit of a twist in Yggdrasil. It is a radioactive energy that can be potentially fatal to almost any race but elves, who are entirely immune, and some other races. Mana is generated by the World Tree located in the geographical center of the continent that the world takes place in. The World Tree is somewhat of a natural power plant that creates mana in an unknown way. The mana is then sent throughout the world via the roots of the world tree in a liquid state where it then is injected into the earth. Once it is in the soil, mana hardens into fine crystals that are then harvested by the people of Yggdrasil and refined. Mana is everywhere, it is in Yggdrasil's vehicles and airships, weapons and devices, mana is the worlds most precious resource and whole wars are fought over it. Mana comes in a multitude of colors and they all have different levels of radioactivity, output, potency and stability.
Wars are mostly uncommon in modern day Yggdrasil as the majority of the continent is under the control of one massive empire known as Asgard. Asgard is the Grand Empire and it is then subdivided into hundreds of lesser empires. Each lesser empire is ruled by a Duke who all report to the Emperor of Asgard. The golden capital of Yggdrasil is known as Midgar, which was once a lesser empire in and of itself, it is now one massive city on the western coast of Yggdrasil. While the lesser empires do occasionally have disputes, they are often finished without violence as the Emperor's personal troopers known as the Aesir intervene before conflict.
The currency of Yggdrasil are known as Amber Roots, they are round coins made entirely of amber, one side of the coin has the world tree stamped on it, while the other has the face of the current emperor. More commonly called roots, they are seen all over Yggdrasil save for the regions that aren't ruled by Asgard.
The people of Yggdrasil are of many different races, they are the standard fantasy races: dwarves, elves humans, gnomes, etc. There are other, more original races in Yggdrasil but those will be talked about later. For the most part, these races all live together peacefully in Asgard. There is animosity between certain races that goes back to the days before Asgard was formed, and it may cause small local problems here and there, but they are few and far between.
Technology has nearly phased out steam power and gunpowder. Powder muskets and steam vehicles are still present in Yggdrasil, but the most common things are now all mana powered. Vehicles, such as trains, cars, boats and airships, are all powered by mana reactors encased in a lead shell to prevent radiation from bleeding out. Cities are powered by large factories that refine mana, these are known as manaplants. Firearms and cannons focused the energy created from a mana crystal down a barrel, the energy matches the color of the mana crystal inserted and the shots leave streaks of colored mana in their wake. Getting shot by mana is terrible as it not only burns immensely but the victim runs the risk of suffering from mana poisoning, a debilitating sickness that shuts down the body like cancer. There are vaccines in place to lower the risk of mana poisoning, nearly everybody is regularly injected to protect them from the radiation mana gives off. Soldiers are given a mana vaccine daily and are equipped with armor lined with lead to prevent as much exposure to mana as possible.
Soldiers in Asgard are commonly equipped with brass breastplates with thick fatigues underneath. The armor and clothing are both lined with lead. Soldiers are given leadened gloves so they can handle the small mana crystals used as ammunition for their rifles. When conflict arrives, Asgardian soldiers fight commonly through trench warfare while their airships bombard the enemy position from the sky. Warfare in Asgard is brutal and unforgiving, drowning in mud is commonplace.
There is a race in Yggdrasil known as Ratoskr. They were once humans of a lesser empire that were mutated violently after their main manaplant detonated and washed the empire with radiation. The ratoskr were then subjugated by Asgard and used as slaves. They are immune to mana much like elves are and as such, are often sent into large pits where mana is mined. The ratoskr have been consigned to life within these pits that are so deep that not even the light of the sun reaches half way down them. Ratoskr have built teeming communities in these places, they are referred to as pit cities. The Asgard military has fortified bases at the mouth of each pit city to keep them inside, it isn't uncommon for ratoskr to rise up and rebel, but it is even more common for those rebellions to get crushed swiftly. Ratoskr have become primal, there is no indication that they were ever human. Their appearance is more vermin-like than that of a man, they have long fleshy tails and fur of varying colors. They are crooked and stand commonly at about four feet in height. Ratoskr trust only their kin, and are aggressive to all others. They breed quickly and could potentially outnumber the entire population of Midgar in just one pit city. To prevent this overpopulation, the Asgard military has lightning cannons set up at the mouth, that fire down periodically to kill large numbers of them in short time.
The sheer scale of Yggdrasil is massive. Some airships are large enough to house tens of thousands of people. Some buildings in the world touch the clouds. The world tree is the largest known natural structure in the world, its branches pierce even the atmosphere of the world. The single continent of an otherwise oceanic world matches the size of even our own world, Earth.
Dragons exist in Yggdrasil but not in the same way as they commonly do in other fantasy worlds. The dragons are all asleep, and they literally -are- the mountain ranges of Yggdrasil. Millions of years before civilization rose on Yggdrasil, the dragons walked the world. They are creatures of incomprehensible size and age. Legends say that one day the dragons ran out of food and went dormant on the land, where over the ages, the land twisted and shaped itself around the dragons, eventually encompassing them in stone and forming the mountain ranges of modern Yggdrasil. The common people know of the dragons and see the mountains and sacred places. Knight brotherhoods devote themselves to these dragons and build their temples and monasteries on their backs. Every knight house has a specific specialty, and an almost supernatural elemental alignment to the dragon they are devoted to. The House of Blades is a knight house devoted to the dragon Belial. They wear full plate armor from before the age of firearms and wield longswords, their elemental alignment is earth, their armor is imbued with the sturdiness of granite. The House of Storms is a newer house but one of the most powerful, the House of Storms uses mana rifles mostly, they are extremely accomplished marksmen. They devote themselves to the dragon Nidhogg, and their elemental alignment is lightning; knights of this house have the ability to create storms with unknown technology. The third of the great knight houses is the House of Fleet. They devote themselves to Hydros, a twin headed dragon. They are masters of riding on the backs of Salamanders, large reptilian steeds that are the commonplace mount where horses are beasts of burden. Knights of the House of Fleet are proficient in spears and pistols. Their elemental alignment is that of air, where powerful gusts of wind follow in the sake of their cavalry charges. There are plenty of other knight houses, but they don't match up to the power and reputation of the three great houses.
Religion in Yggdrasil is varied, every race has their own pantheon and their beliefs. Asgard has accepted racial beliefs and as such, there is no primary religion in the grand empire.
War - We play as characters that are part of the Asgard Military, fighting against either Ratoskr, hostile empires on Asgard's borders, or even secessionists who believe that Asgard is a corrupt and terrible empire to live under. We could play the part opposite to being Asgardian soldiers, rebels that fight for a seceding empire.
Crime - Either our characters are criminals in part of a powerful underground network or people dragged into a criminal plot.
Aesir - We could be the emperor's personal soldiers, living legends in the eyes of the world. As Aesir, we have accomplished impossible feats, we could have even saved the world at some point in our lifetime. We are the worlds greatest soldiers and we are sent to do the things for the Emperor that could not be accomplished by any normal man.
Knights - We could be knights from one of the many knight houses that live upon the backs of the mountainous dragons. We could be questing or perhaps we have uncovered a conspiracy that only the knights have the courage to take on. When in grim times, the knight houses unify and act as a major faction in Yggdrasil.
Airship Crew - We could be the crew of an airship. Are we pirates? Explorers? Traders? Soldiers? The skies are ours and we will make an adventure for ourselves, wherever that might take us.
Crime - Either our characters are criminals in part of a powerful underground network or people dragged into a criminal plot.
Aesir - We could be the emperor's personal soldiers, living legends in the eyes of the world. As Aesir, we have accomplished impossible feats, we could have even saved the world at some point in our lifetime. We are the worlds greatest soldiers and we are sent to do the things for the Emperor that could not be accomplished by any normal man.
Knights - We could be knights from one of the many knight houses that live upon the backs of the mountainous dragons. We could be questing or perhaps we have uncovered a conspiracy that only the knights have the courage to take on. When in grim times, the knight houses unify and act as a major faction in Yggdrasil.
Airship Crew - We could be the crew of an airship. Are we pirates? Explorers? Traders? Soldiers? The skies are ours and we will make an adventure for ourselves, wherever that might take us.
This world isn't entirely of my design, though I did have a huge part to play in the majority of its creation. It is inspired heavily off of RWBY but it far more grim than the world of Remnant.
Chroma is 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.
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 accomodations and a hearty meal. One hundred gray nil amounts to one white nil. White nil is considered the 'bluebloods 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 godess of strength, fertility and spring. Cybil is the goddess of water, the pool of life where all first came from. Cybil is also the godess 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 repsonsible 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. 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 labrynthine 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 neighbour 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.
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.
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.
These groupings are merely speculation 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.
With the rise of the Lost, the nations of the world began seeking out skilled individuals whos' primary purpose is to track down and kill them. 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.
A brief history of the world: 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. Barallia, the nation with the densest feren poulation, was beseiged from all angles by the human empires. The feren fought back, defneding 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 poulace 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 occured, many of those spirits became purturbed 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 whereever 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.
Chroma is 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.
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 travellers; 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 inlain 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 occuring 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 fixures 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 repurposed. It is most commonly found in shrines as it presents an irresistible allure to young spirits.
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 travellers; 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 inlain 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 occuring 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 fixures 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 repurposed. 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 accomodations and a hearty meal. One hundred gray nil amounts to one white nil. White nil is considered the 'bluebloods 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 godess of strength, fertility and spring. Cybil is the goddess of water, the pool of life where all first came from. Cybil is also the godess 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 repsonsible 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. 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 labrynthine 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 neighbour 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.
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.
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.
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 - These 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.
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 - These 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 groupings are merely speculation 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.
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 gorrilla.
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
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 gorrilla.
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 whos' primary purpose is to track down and kill them. 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.
A brief history of the world: 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. Barallia, the nation with the densest feren poulation, was beseiged from all angles by the human empires. The feren fought back, defneding 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 poulace 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 occured, many of those spirits became purturbed 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 whereever 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.
Hunters - We could be the legendary hunters of Chroma that battle the lost all over the world.
Survival - We somehow end up in the wilds of one of the great nations. We're stranded and limited on resources, we must survive against the wilderness, the Lost and ourselves.
Fonted - Our character could all be fonted and on a pilgrimage to the spiritual foci to hone our power. Our journey will be long and difficult, but with our power, we aren't too worried.
Survival - We somehow end up in the wilds of one of the great nations. We're stranded and limited on resources, we must survive against the wilderness, the Lost and ourselves.
Fonted - Our character could all be fonted and on a pilgrimage to the spiritual foci to hone our power. Our journey will be long and difficult, but with our power, we aren't too worried.
Arcturus Theta is a world set in the future. Mankind has colonized the solar system but has not been able to reach beyond that. No communication of with another advanced alien species has been made and humanity is running out of resources. In a desperate attempt to expand and find new resources, astronomers locate the distance planet of Arcturus Theta and sent an all or nothing one way mission to the world with prototype warp technology. Upon arrival, the explorers find a massive ocean world teeming with wildlife below the surface of the water. When they survey the planet, they discover that Arcturus Theta is abundant with untouched resources.
The planet had saved humanity from its demise and quickly became the most bustling world in the fledgling human empire. Massive dome cities were established on the seafloor of Arcturus Theta. Hundreds of years later, Arcturus Theta was the capital world to the newly colonized Arcturus System. Over time, the world had been fully mapped and explored. So when a crack opened up on the south pole of Arcturus Theta, concern rose. The various megacorporations collaborated on a joint operation to send a large exploration sub to reach the depths of the abyss and discover its secrets.
The technology is world is highly advanced. Cybernetic and biological augmentations are commonplace. Vehicles are small personal sub-pods and war machines are massive ships capable of both underwater and space control navigation. Robotics and artificial intelligence exists and is highly regulated, the AI in this world exist peacefully and are treated as citizens much like humans to avoid discrimination and a machine uprising. People are either born naturally or out of a vat, cloning is very common. A dying person can even have their consciousness transferred into a machine body.
The military on Arturus Theta is known as the Arcturan Deep Sentries, or ADS for short. The Arcturan Deep Sentries use advanced power armor to navigate the treacherous waters of Arcturus Theta. When their smaller power armor isn't enough, Sentries will pilot battle suits known as Dive Armor, ten foot tall machines that fill in the role of tanks. Sub-fighters are the stand in fast attack craft of Arcturus Theta. The ADS uses gauss weaponry to pierce the carapace of some of Arcturus Theta's more deadly predators.
Arcturus Theta is the only world known to have fauna on it aside from Earth. The creatures of Arcturus Theta are highly aggressive and large, with the wolf like razor shrimp being as large as a full grown man and in packs of twenty or more. Razor shrimp are the deadliest predators on Arturus Theta and are responsible for the most deaths caused by Arcturan wildlife. The ADS is commonly deployed to destroy packs of razor shrimp nearing trade routes or work sites. But the razor shrimp aren't the only predators. Great Arcturan Sharks are massive beasts that can bite an ADS cruiser in half, fleets are usually deployed to kill a Great Arcturan Shark that is headed straight for a dome city. The small head sized lipids are able to attach themselves to the nervous system of its victims and control the host. Lipids are transparent and hard to spot, but are frequently searched for with electromagnetic scanners as they use electricity to control the host's nervous system. Lipids are parasites that need to commonly be removed from the hulls of ships, ship defenses include electrical nodes on the hull to jolt them off.
Dome cities are more commonly ruled by megacorporations rather than an actual government. While the ADS is technically a government organization, they are wielded by megacorporations more often than not. The terran government that rules Arcturus Theta is more like a formality while the corporations continue to keep Arcturus Theta at peak productivity for the betterment of all humanity. The most conflict Arcturus Theta sees when humanity wars is between corporations; it is these conflicts that the ADS do not get involved aggressively, and act as negotiators to settle the conflict. The largest conflict happened in the early days of the colonization, when the megacorporation were making claims on territory across the sea floor, this was known as the Deep War and it lasted for nearly thirteen years while exploration of the world was paramount. Though hundreds of years have passed, the scars of the Deep War are still present, and many corporations don't work with one another because of the damage caused during the Deep War. The ADS was formed after the Deep War so that another conflict of such scale would happen again.
The planet had saved humanity from its demise and quickly became the most bustling world in the fledgling human empire. Massive dome cities were established on the seafloor of Arcturus Theta. Hundreds of years later, Arcturus Theta was the capital world to the newly colonized Arcturus System. Over time, the world had been fully mapped and explored. So when a crack opened up on the south pole of Arcturus Theta, concern rose. The various megacorporations collaborated on a joint operation to send a large exploration sub to reach the depths of the abyss and discover its secrets.
The technology is world is highly advanced. Cybernetic and biological augmentations are commonplace. Vehicles are small personal sub-pods and war machines are massive ships capable of both underwater and space control navigation. Robotics and artificial intelligence exists and is highly regulated, the AI in this world exist peacefully and are treated as citizens much like humans to avoid discrimination and a machine uprising. People are either born naturally or out of a vat, cloning is very common. A dying person can even have their consciousness transferred into a machine body.
The military on Arturus Theta is known as the Arcturan Deep Sentries, or ADS for short. The Arcturan Deep Sentries use advanced power armor to navigate the treacherous waters of Arcturus Theta. When their smaller power armor isn't enough, Sentries will pilot battle suits known as Dive Armor, ten foot tall machines that fill in the role of tanks. Sub-fighters are the stand in fast attack craft of Arcturus Theta. The ADS uses gauss weaponry to pierce the carapace of some of Arcturus Theta's more deadly predators.
Arcturus Theta is the only world known to have fauna on it aside from Earth. The creatures of Arcturus Theta are highly aggressive and large, with the wolf like razor shrimp being as large as a full grown man and in packs of twenty or more. Razor shrimp are the deadliest predators on Arturus Theta and are responsible for the most deaths caused by Arcturan wildlife. The ADS is commonly deployed to destroy packs of razor shrimp nearing trade routes or work sites. But the razor shrimp aren't the only predators. Great Arcturan Sharks are massive beasts that can bite an ADS cruiser in half, fleets are usually deployed to kill a Great Arcturan Shark that is headed straight for a dome city. The small head sized lipids are able to attach themselves to the nervous system of its victims and control the host. Lipids are transparent and hard to spot, but are frequently searched for with electromagnetic scanners as they use electricity to control the host's nervous system. Lipids are parasites that need to commonly be removed from the hulls of ships, ship defenses include electrical nodes on the hull to jolt them off.
Dome cities are more commonly ruled by megacorporations rather than an actual government. While the ADS is technically a government organization, they are wielded by megacorporations more often than not. The terran government that rules Arcturus Theta is more like a formality while the corporations continue to keep Arcturus Theta at peak productivity for the betterment of all humanity. The most conflict Arcturus Theta sees when humanity wars is between corporations; it is these conflicts that the ADS do not get involved aggressively, and act as negotiators to settle the conflict. The largest conflict happened in the early days of the colonization, when the megacorporation were making claims on territory across the sea floor, this was known as the Deep War and it lasted for nearly thirteen years while exploration of the world was paramount. Though hundreds of years have passed, the scars of the Deep War are still present, and many corporations don't work with one another because of the damage caused during the Deep War. The ADS was formed after the Deep War so that another conflict of such scale would happen again.
Deep War - Our characters could be corporate soldiers fighting during the Deep War era.
Exploration - Our characters could be part of the crew tasked with exploring the mysterious crack in the south pole and uncover its secrets. Who knows what we might find down there. The thought of being surrounded by darkness in unknown waters in unnerving.
Colonization - During the colonization era of Arcturus Theta, we could be members of the original colonists sent on a one way, all or nothing mission to the unknown Arcturus Theta.
Piracy - We could be pirates victimizing the trade routes and fighting against the ADS wherever they might show.
Survival - The power to our dome city failed after an attack. Parts of the city are either flooded or completely submerged. Sea life from outside the dome have gotten inside and we need to survive long enough for the ADS to arrive and evacuate the survivors.
First Contact - Aliens! The first intelligent species mankind has encountered, and they're aggressive. The second deep war begins across Arcturus Theta, but more than just territory is at stake here.
Exploration - Our characters could be part of the crew tasked with exploring the mysterious crack in the south pole and uncover its secrets. Who knows what we might find down there. The thought of being surrounded by darkness in unknown waters in unnerving.
Colonization - During the colonization era of Arcturus Theta, we could be members of the original colonists sent on a one way, all or nothing mission to the unknown Arcturus Theta.
Piracy - We could be pirates victimizing the trade routes and fighting against the ADS wherever they might show.
Survival - The power to our dome city failed after an attack. Parts of the city are either flooded or completely submerged. Sea life from outside the dome have gotten inside and we need to survive long enough for the ADS to arrive and evacuate the survivors.
First Contact - Aliens! The first intelligent species mankind has encountered, and they're aggressive. The second deep war begins across Arcturus Theta, but more than just territory is at stake here.
The '*' means I am sorta craving an RP in this world.
Star Wars (Any era)
Lost Planet*
Lord of the Rings
Warcraft
Starcraft
Diablo
Elder Scrolls
Warhammer (40k or Fantasy)
Shadowrun
Alien vs. Predator
Homeworld
Command & Conquer (Tiberium universe)
Unreal Universe
RWBY
Halo*
XCOM*
Avatar (Korra or Aang era)
Warframe*
Starship Troopers
Mass Effect
Dragon Age
Broken Sky*
Valkyria Chronicles
Fallout
Planetside
Matrix
Macross/Robotech*
Armored Core*
Mechwarrior
Evangelion
Sword Art
Attack on Titan
Knights of Sidonia
Resident Evil
Final Fantasy (8 or 10)
Deus Ex (Human Revolution era)
Moribito
Red Faction
Star Wars (Any era)
Lost Planet*
Lord of the Rings
Warcraft
Starcraft
Diablo
Elder Scrolls
Warhammer (40k or Fantasy)
Shadowrun
Alien vs. Predator
Homeworld
Command & Conquer (Tiberium universe)
Unreal Universe
RWBY
Halo*
XCOM*
Avatar (Korra or Aang era)
Warframe*
Starship Troopers
Mass Effect
Dragon Age
Broken Sky*
Valkyria Chronicles
Fallout
Planetside
Matrix
Macross/Robotech*
Armored Core*
Mechwarrior
Evangelion
Sword Art
Attack on Titan
Knights of Sidonia
Resident Evil
Final Fantasy (8 or 10)
Deus Ex (Human Revolution era)
Moribito
Red Faction
I am willing to discuss plots within the existing worlds. I am also open to different plot ideas for the worlds of my design.