Khu-Shabash, a land between this and the outerworld. Some say it is only a myth, others see it as a very real gateway to places beyond the comprehension of Man and Jinn. For many, the legendary boundry has never even crossed their minds, that is until the events of what would be known as The Intercrossing.
The mad sorcerer, Nabo-bal-atir-rib, discovered ways to enter into the borderland, disappearing entirely beyond the outer realms, only to reappear 2000 years later, armed with the godlike-powers of the Outerworld, and releasing his minions upon the world of Men and Jinn. Among his first displays of power was to destroy the boundries of the Realm of Man, and the Realm of Jinn, uniting the once previously unseen peoples into a world in the process of conquest. This, however, was his first mistake. While Nabo-bal-atir-rib had torn down the barriers to strike fear into the hearts of mortals with his power, he brought together a new alliance that would otherwise have never become. The Humans and the Jinn drove out the Mad God, and sealed him once more behind the Borderlands in the outerworld with powerful magics.
Since then, the world of Mortals has been stable, though new conflicts did arise in the sudden sharing of worlds with new peoples, but over time, the world had settled into a new rhythm once more.
But a new threat arises, a cult who worship the Mad God, and seek to break the seals that lock away Khu-Shabash, and release Nabo-bal-atir-rib into the world once more. The Gods, seeing the threat of this new power, seek to protect the world, and, unable to intervene directly themselves, have chosen heros from Man and Jinn, to fight back, and protect the world from the evils of the Mad God once more.
What is Gates of Khu-Shabash
Gates of Khu-Shabash is a fantasy roleplay based on Middle-Eastern Mythology, particularly Mesopotamian, Levantine, Egyptian, Arab, and Abrahamic mythology. The story centers around the imminent return of an deity with apocalyptic power, the Mad God Nabo-bal-atir-rib. It is up to the player characters, the Chosen Heroes known as the Anunnaki, to prevent his return. The game will center around the travels and adventures of these heroes across the continents of Al-Mashriq (The Land of Dawn) and Al-Maghrib (The Land of Dusk), as they work to destroy the Naboites, worshipers of the Mad God, and powerful Mages who seek to open the Borderlands and facilitate Nabo's return.
From there on, the RP is open to molding and suggestion from the player, but here are some basic foundations I'm looking to build off of
The Role-Play takes place on the planet of Adnat. Our setting will be limited to the Two Continents of Al-Masriq, and Al-Maghrib, both part of a larger landmass called Ard, though we will occassionally see influences from the borderlands of Al-Fars, Al-Ifriq, and Al-Yunan, though they will be of little consequence in game, save for lore topics and some minor interactions in the far ends of the map.
Al-Masriq
Al-Mashriq comprises the lands that were formerly the human inhabited areas of Ard. They are, for all intents and purposes. Analogous to the areas of Mesopotamia, the Levant, Arabia, Egypt and Western Iran on earth. Al-Mashriq is said to be the place where humanity first discovered civilization. Massive city-states and powerful kingdoms dot the landscape. The Land is not very magical, however it is strong, fertile and filled with resources. It is dominated at the current moment by the Babili Empire, dominanting 2/3 of the land that encompasses Al-Mashriq, with other kingdoms being the Kingdom of Aram, Misr Republic, and the Tribal Lands of Al-Jazira. The land of Al-Fars lies to the far-east, Al-Yunan to the North-West.
Al-Maghrib
Al-Maghrib is the former lands hidden off by the Astral Veil. It's inhabitants are the Jinn, humanoids who have the same ethereal and magical attributes of their lands. Travelers who have been to Al-Maghrib from the human lands, describe it as being like a dream, seemingly crafted of mist, with no real land, yet towering rock formations hurtling out of mist, islands hanging suspended in the skies, and fantastical creatures, like those of the ancient myths. Al-Maghrib is not a very fertile land, mostly made up of rock, however the land is teeming with magic and energy. Al-Ifriq borders the lands of Al-Maghrib to the far South.
Humans
Humans are one of the most populous of species inhabiting the two continents. Primarily located in the area of Al-Mashriq, they are a species defined by their strong structural integrity, knowledge of agriculture, and physical work. Humans are the stronger of the two races, with a more defined physical being, however they lack the ability to do any real magic. Humans are said to have been composed of the elements of Water and Earth, giving them a stronger grounding in the physical.
Jinn
Jinn are the second of the two races. They are slightly more populous than humans, with bodies that are more tuned towards the magical and the ethereal. Jinn have a natural skill in magic, however they are physically frail, and cannot take as much physical work or damage as humans. Jinn appear as very close to humans in their physical appearance, however, they are slightly transparent, give off a kind of misting effect that emanates out of their bodies, hover slightly off the ground, and have eyes like a cat. Jinn are said to have been composed of the elements of Fire and Wind, giving them a stronger grounding in Magic.
Beyond the World of Mortals is the Land of Gods, separated by the Border Realm of Khu-Shabash. The gods look after the world of Jinn and Men, and were the ones to bestow power upon the Anunnaki in order to defeat the Mad God.
Anu - The Lord of All, the creator, who crafted the Tetratheon in order to watch his world. As an overgod, Anu has little interaction with his world, but works through his 4 lower gods. It was Anu who gave the order to create the Anunakki.
El - The Judge. El is the highest of the Pentatheon, answering only to Anu himself. El commands the skies, and is the dealer of divine justice and favor. El is associated with the Element of Wind
Marduk - The King of Kings. Marduk is the god of royalty, the one who decides upon kings and heros. Marduk rules politics, and is also the guiding hand of successful usurpers. Marduk is the patron of the Anunnaki, as the one who maintains their heroic status. Marduk is associated with the element of Earth
Ea - Ea is the sea god, the guide of sailors and travelers. His influence is also felt on things like crops and agriculture, which rely on his water to maintain the health of the land. Ea is also associated with life and health. Ea is associated with the element of Water.
Ba'al - Ba'al is the god of change, of war, and of destruction. Ba'al represents the natural progression and mutation of the world over time. He is responsible for the evolution of life, the rise and fall of nations, the destruction of lands and nature, and of the death of mortals. Ba'al is associated with the element of Fire.
Nabo-bal-atir-rib - Nabo-bal-atir-rib is not a natural deity. Born a court sorcerer in the city state of Agade 2000 years ago, Nabo-bal-atir-rib discovered magics that allowed him to open the gates to Khu-Shabash, and pass into the World of Gods. Nabo-bal-atir-rib leached off of the essence of pure magic, until it bestowed upon him godlike power in exchange for his sanity and humanity. When the Mad God returned to the Land of Mortals, he destroyed the Astral Barrier that separated Man and Jinn, and released demonic entities in an army to secure the land. The combined forces of Man and Jinn drove out the Mad-God, and sealed him back in Khu-Shabash, where the Tetratheon sealed him in the prison of Jahannam. However, in the modern age, a cult known as the Naboites seeks to reopen Khu-Shabash and release the Mad God into the world once again.
The Anunnaki are the chosen heros, who are to fight back against the Naboites, and keep the Mad God from returning to the World of Mortals ever again. They are chosen among Man and Jinn, those who are decided to be the most powerful of mortals.
Character Sheet
Name:
Age:
Sex:
Species:
Place of Origin: (are you from Al-Mashriq, or Al-Maghrib?)
Weaponry:
Magic: (if you know any)
History:
Appearance:
I am accepting a team of 6 to 8 Anunnaki, after which the roleplay will be closed.
The roleplay starts in the Land of Gods, Jannah, where the player characters have been abducted by the Gods and mad aware of their purpose in life. From that point on, we will be transported to the city of Babili to seek out the Naboites and stop their plan.
heraldry.sca.org/names/arabic-naming2...
A list of names to choose from for your characters
The mad sorcerer, Nabo-bal-atir-rib, discovered ways to enter into the borderland, disappearing entirely beyond the outer realms, only to reappear 2000 years later, armed with the godlike-powers of the Outerworld, and releasing his minions upon the world of Men and Jinn. Among his first displays of power was to destroy the boundries of the Realm of Man, and the Realm of Jinn, uniting the once previously unseen peoples into a world in the process of conquest. This, however, was his first mistake. While Nabo-bal-atir-rib had torn down the barriers to strike fear into the hearts of mortals with his power, he brought together a new alliance that would otherwise have never become. The Humans and the Jinn drove out the Mad God, and sealed him once more behind the Borderlands in the outerworld with powerful magics.
Since then, the world of Mortals has been stable, though new conflicts did arise in the sudden sharing of worlds with new peoples, but over time, the world had settled into a new rhythm once more.
But a new threat arises, a cult who worship the Mad God, and seek to break the seals that lock away Khu-Shabash, and release Nabo-bal-atir-rib into the world once more. The Gods, seeing the threat of this new power, seek to protect the world, and, unable to intervene directly themselves, have chosen heros from Man and Jinn, to fight back, and protect the world from the evils of the Mad God once more.
What is Gates of Khu-Shabash
Gates of Khu-Shabash is a fantasy roleplay based on Middle-Eastern Mythology, particularly Mesopotamian, Levantine, Egyptian, Arab, and Abrahamic mythology. The story centers around the imminent return of an deity with apocalyptic power, the Mad God Nabo-bal-atir-rib. It is up to the player characters, the Chosen Heroes known as the Anunnaki, to prevent his return. The game will center around the travels and adventures of these heroes across the continents of Al-Mashriq (The Land of Dawn) and Al-Maghrib (The Land of Dusk), as they work to destroy the Naboites, worshipers of the Mad God, and powerful Mages who seek to open the Borderlands and facilitate Nabo's return.
From there on, the RP is open to molding and suggestion from the player, but here are some basic foundations I'm looking to build off of
- A team 6-8
- Players can be Human or Jinn, Humans are tougher and stronger physically while deficient in Magic, while Jinn are naturally powerful Mages, but fragile compared to a Human
- Characters are mildly superhuman, but nothing too special
- Setting will be in a Mediterranean Setting, Similar to the Levant or Mesopotamia, with Mountainous Areas and Deserts in the outer reaches. It is one contiguous landmass, with the continents being divided according to geocultural boundaries.
- Techology level is Early Medieval/Caliphate Era
Setting
The Role-Play takes place on the planet of Adnat. Our setting will be limited to the Two Continents of Al-Masriq, and Al-Maghrib, both part of a larger landmass called Ard, though we will occassionally see influences from the borderlands of Al-Fars, Al-Ifriq, and Al-Yunan, though they will be of little consequence in game, save for lore topics and some minor interactions in the far ends of the map.
Al-Masriq
Al-Mashriq comprises the lands that were formerly the human inhabited areas of Ard. They are, for all intents and purposes. Analogous to the areas of Mesopotamia, the Levant, Arabia, Egypt and Western Iran on earth. Al-Mashriq is said to be the place where humanity first discovered civilization. Massive city-states and powerful kingdoms dot the landscape. The Land is not very magical, however it is strong, fertile and filled with resources. It is dominated at the current moment by the Babili Empire, dominanting 2/3 of the land that encompasses Al-Mashriq, with other kingdoms being the Kingdom of Aram, Misr Republic, and the Tribal Lands of Al-Jazira. The land of Al-Fars lies to the far-east, Al-Yunan to the North-West.
Al-Maghrib
Al-Maghrib is the former lands hidden off by the Astral Veil. It's inhabitants are the Jinn, humanoids who have the same ethereal and magical attributes of their lands. Travelers who have been to Al-Maghrib from the human lands, describe it as being like a dream, seemingly crafted of mist, with no real land, yet towering rock formations hurtling out of mist, islands hanging suspended in the skies, and fantastical creatures, like those of the ancient myths. Al-Maghrib is not a very fertile land, mostly made up of rock, however the land is teeming with magic and energy. Al-Ifriq borders the lands of Al-Maghrib to the far South.
Races of Ard
Humans
Humans are one of the most populous of species inhabiting the two continents. Primarily located in the area of Al-Mashriq, they are a species defined by their strong structural integrity, knowledge of agriculture, and physical work. Humans are the stronger of the two races, with a more defined physical being, however they lack the ability to do any real magic. Humans are said to have been composed of the elements of Water and Earth, giving them a stronger grounding in the physical.
Jinn
Jinn are the second of the two races. They are slightly more populous than humans, with bodies that are more tuned towards the magical and the ethereal. Jinn have a natural skill in magic, however they are physically frail, and cannot take as much physical work or damage as humans. Jinn appear as very close to humans in their physical appearance, however, they are slightly transparent, give off a kind of misting effect that emanates out of their bodies, hover slightly off the ground, and have eyes like a cat. Jinn are said to have been composed of the elements of Fire and Wind, giving them a stronger grounding in Magic.
Gods of Adnat
Beyond the World of Mortals is the Land of Gods, separated by the Border Realm of Khu-Shabash. The gods look after the world of Jinn and Men, and were the ones to bestow power upon the Anunnaki in order to defeat the Mad God.
Anu - The Lord of All, the creator, who crafted the Tetratheon in order to watch his world. As an overgod, Anu has little interaction with his world, but works through his 4 lower gods. It was Anu who gave the order to create the Anunakki.
El - The Judge. El is the highest of the Pentatheon, answering only to Anu himself. El commands the skies, and is the dealer of divine justice and favor. El is associated with the Element of Wind
Marduk - The King of Kings. Marduk is the god of royalty, the one who decides upon kings and heros. Marduk rules politics, and is also the guiding hand of successful usurpers. Marduk is the patron of the Anunnaki, as the one who maintains their heroic status. Marduk is associated with the element of Earth
Ea - Ea is the sea god, the guide of sailors and travelers. His influence is also felt on things like crops and agriculture, which rely on his water to maintain the health of the land. Ea is also associated with life and health. Ea is associated with the element of Water.
Ba'al - Ba'al is the god of change, of war, and of destruction. Ba'al represents the natural progression and mutation of the world over time. He is responsible for the evolution of life, the rise and fall of nations, the destruction of lands and nature, and of the death of mortals. Ba'al is associated with the element of Fire.
Nabo-bal-atir-rib - Nabo-bal-atir-rib is not a natural deity. Born a court sorcerer in the city state of Agade 2000 years ago, Nabo-bal-atir-rib discovered magics that allowed him to open the gates to Khu-Shabash, and pass into the World of Gods. Nabo-bal-atir-rib leached off of the essence of pure magic, until it bestowed upon him godlike power in exchange for his sanity and humanity. When the Mad God returned to the Land of Mortals, he destroyed the Astral Barrier that separated Man and Jinn, and released demonic entities in an army to secure the land. The combined forces of Man and Jinn drove out the Mad-God, and sealed him back in Khu-Shabash, where the Tetratheon sealed him in the prison of Jahannam. However, in the modern age, a cult known as the Naboites seeks to reopen Khu-Shabash and release the Mad God into the world once again.
The Anunnaki
The Anunnaki are the chosen heros, who are to fight back against the Naboites, and keep the Mad God from returning to the World of Mortals ever again. They are chosen among Man and Jinn, those who are decided to be the most powerful of mortals.
Character Sheet
Name:
Age:
Sex:
Species:
Place of Origin: (are you from Al-Mashriq, or Al-Maghrib?)
Weaponry:
Magic: (if you know any)
History:
Appearance:
I am accepting a team of 6 to 8 Anunnaki, after which the roleplay will be closed.
The roleplay starts in the Land of Gods, Jannah, where the player characters have been abducted by the Gods and mad aware of their purpose in life. From that point on, we will be transported to the city of Babili to seek out the Naboites and stop their plan.
heraldry.sca.org/names/arabic-naming2...
A list of names to choose from for your characters