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4 yrs ago
Political opinions on a public forum? I just wanna rp for god's sake!
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Bio






Call me: Asuras

I like: Urban Fantasy, High Fantasy, Anime Aesthetics

I play: Anything. Mostly women.

I have a long history of GM'ing, perhaps even more than playing. I like art, and I commission a lot. D&D is my life right now.

Most Recent Posts

I'm good at science. I have the best science. Scientists tell me my science is great, and they love it.

Yes there is another user named Asura, and they've been around about as long as I have on RpG. We're not related, and I rue his decision to make a name so similar to mine. B:

So my method of convincing is submitting a CS and seeing of people like it? A regular submission, then. xD
How many images of men with no necks do I need then, to convince a half-dozen more to convince you?

Joking aside I've always been into RWBY roleplays but every single one has fallen flat on its face within a few posting rounds, victim of the "First Day of School" roleplay openings that kill practically everything. I've eyed this one for quite awhile but held off from asking because I could tell it was really full, but at this point my eagerness to participate in a RWBY roleplay doing well got the better of me.
Perhaps this image of a man with no neck will change your decision.

Waiting list still in effect?
Alright so I'm going to do this a little differently than normal. As our opening post (or rather, YOUR opening post) I would like to see the following things (think of this like a writing prompt):

  • Your character has awoken to a new day, and goes through whatever morning routine they require.
  • Introduce one or two side-characters that are important to your character.
  • At some point during their day, they encounter a Primordial somewhere outside. The encounter is solo; no one else is with them at the time. A Primordial is a strange amorphous black creature, kind of like a shadow sticking out of the ground (about human height, two white eyes). They are harmless and disappear very quickly upon being encountered. Legend holds that encountering one is an omen of future adventure and danger. Normally they are found only in the deepest depths of the earth in man-made environments (i.e, mines, tombs), and so finding one above ground seems especially strange.
  • Someone brings your character a letter addressed solely to them. For those of Mecrundyr, it is signed by numerous Republic leaders. For Kerenza, it is signed by numerous members of the Council of Ten. For Wei, it is signed by the Supreme Empress. The letter describes how the associated organization has seen ability in your character, and its relation to the prophecy. They wish for you to accept an appointment to a new organization being formed between the regions of the world as leaders; essentially, the generals of your own armies, working together for a common purpose. (For Wei, the letter will seem very roundabout and insincere)


Instead of an opening post from the GM, I'd like to see you all post with these prompts in mind, after which the first short "arc" will be meeting with fellow leaders to discuss the coming events. If you've got any question just tag me!

For the sake of not having to redo plot things with a new character, I'm going to ask that you stick with Edwyrd. I do not mind at all that multiple people are from Mecrundyr.
World Map has been updated once more with all mentioned locations. The only thing unmarked is the Republic of Tyre. Flamelord, if you would like to, could you mark where the Republics borders go on the map? :3

Also to everyone; please place your CS's in the character sheet tab of the thread.
@Flamelord
Good good. Looks good. Lemme give you a few complications for Edwyrd and the Republic of Tyre:

  • Almost all of the fourteen republics were reluctant to bring a force against Baelwill, save for one republic in particular, residing on the western side of Mecrundyr; the Republic of Neerie has vocally condemned the other Republics for failing to carry out their duty in helping the rest of the world, including the Republic of Tyr and the capable merchant families within it. Some Republics have begun to stir a bit more, encouraging others to act.
  • The Tyr Republic seems to be encountering some shifts in power structure. Tyr's chancellor Nermud Hroanvod appears both ailing and politically weak within his own nation. In the face of mounting danger, other leadership figures have begun to seize instances of power where they can.


@Zombehs
Also good. Complications:

  • It should be obvious but I'll say it anyways; Willow has gained great momentum in unifying wildfolk, but there are still numerous clans that have refused (to varying degrees) to unite with him, much less to cease hostility on Mecrundyr civilization. He is at odds with another packlord named "Carcass" that leads a sizeable group of clans nearby the Burned Forest.
  • The merchant family willow had made allegiance with is the Varon family of the Neerie Republic in the west. It's clear to Willow much of his being granted power and amnesty comes from their desire to wage war on Baelwill, and they need the werefolk.


@Click This
Complications!

  • The head of the Grand Alliance of Mecrundyr was those in power of the Republic of Neerie (now mentioned twice in this post x3). Though the initial invasion failed and Cynthia's mentor killed in action, the Neerie Republic still looks to Cephalon sort of 'expecting' that it still aligns itself with the cause. While they have not yet confronted Cynthia about her standing, she can expect they will soon.
  • Unfortunately for Cephalon, the last remaining "Great Beast" of the known world still lives in the northern seas. Prior to Baelwill's departure, great companies of knights practically lived their lives on the open seas here, perpetually attempting to hunt and kill the leviathan known as "Rakjinokoriol" or more colloquially, "Mecrundyr's Bane". While the knights had effectively pushed the beast into hiding, their retreat has seen the monstrous kraken return to activity in the north seas, much to Cephalon's chagrin.


@Psyker Landshark
Complications

  • The fleet that his edler brother had taken upon the Jushibaki Empire during the first invasion was a majority of the navy's units. With it set aflame, The Shin Empire was left with considerably fewer vessels at its disposal (though Junli made do with them during his own invasion of the Jushibaki coastline. Eight years later, while efforts have been made to restore numbers, the empire is still disadvantaged at sea.
  • The Shin Empire, in terms of Ju Ren Kyo lands, is completely surrounded by supporters of the Supreme Empress. Save for sailing to the western regions and traveling up and around the bridge to Ju Ren Kyo, the Shin empire has no paths onto Ju Ren Kyo that do not involve passing through supportive empires.
  • Shin's economy is at odds with the Rokon Empire located in Ju Ren Kyo's southern desert. After Baelwill's retreat the empire has shown -extreme- mobilization to improve its own economy, becoming a huge merchant nation in the short few years. The swiftness and fairness with which business occurs in Rokon makes it a favorable destination for merchants of the West, especially given the large number of roads being built leading north into Ju Ren Kyo.


@ERode
Complications

  • During Baelwill's retreat, a large number of Baelwill knights were known to have retreated into the mountains north of the Western Loreletonne pass (pictured as the grey line). It is presumed they have holed up in an old, abandoned mountain castle somewhere in the circled area. Number estimates in the hundreds, though that is from witness reports during the retreat. It is unknown if they have reinforced themselves or abandoned the area. puu.sh/r9cR7/b7e7f129f7.jpg
  • The Duchy of Tarconis is home to the Verdigrisian Tower of Kings upon Loreletonne, the spiritual successor to Baelwill's equivalent. Though far less grandiose in scale, it is still a national treasure, where time-honored knights adhering to the ancient Baelwill tradition still come to die. As such, a decent portion of Tarconis' people living nearby the mountain in segregated portions of the city are more "friendly" with Baelwill rule. Other Duchies are at odds with their presence, and the Fiergaul Duchy in particular seems quite adamant about both eliminating them and the shrine as a sort of display of independence.


Note that the above complications are not necessarily the only ones, and that more may appear as I consider them.

With 5 players I'll begin my efforts to get the IC started! Bear with me!


Recruitment is CLOSED
Spots Filled 4/4

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The legend went as such.

At the dawn of time, men gave their fealty to the gods, grateful of their existence.
In return, the pleased divines bestowed upon few men fragments of their power to use as they saw fit.
All civilizations shared in this power, no one priding themselves in superiority over others.
There was but one that lost this gift.

Within the nation of Baelwill, men and women reveled in skill and power.
To them it was the greatest proof of worth, to exercise their strength in duels and conquests.
They flaunted their heroes and achievements, scoffing at other nations.
As their revelry persisted, their gods began to see only shame in their behavior.
Their gods left them.

Defeated and ashamed, Baelwill nevertheless picked up their spirits and trudged on.
A king arose and inspired his people to return to their former glory.
Why did they need gods to be great?
A great tower was built, a representation of the climb they would soon pursue.
For years to come, through their own force of will and drive, the people of Baelwill attained their own divine strength.
From deep within the souls of men, an unstoppable power was brought forth.
Without gods and gifts, Baelwill forged their own strength to contest with gods.

Then, Baelwill began its first campaign of conquest upon other nations of their world
Even those bestowed with divine strength could not stand against them.
The gods, fearing for their creations' safety, descended upon the world from the skies.
The First King of Baelwill ascended his tower stretching into the skies.
Looking over the world, he cut down each and every god that showed.

Their power lost to them and their gods defeated, the world could only surrender beneath Baelwill's might.
The nation bore an engineer to imprison the world.
The nation bore a cleric that rendered their men immortal.
For eons untold, the story of how they had risen to power vanished from minds.
To know of the late gods was punishable.
To speak of them was to be put to death.

Memory of the strength men could hold was lost, and with it, the will to rise against their captors.


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For eons, Baelwill has ruled over the continent with an iron fist. Unrelenting, unbeatable. With the combination of their arms, those nations they subjugated were incapable of mustering the will to rise against them. An ancient arcane cannon loomed overhead, threatening to vaporize any nation deemed too rebellious to bother bringing back into the folds. A barrier of arcane machinery protected the Baelwill capital from even the greatest of assaults. A priestess of divine ability kept her knights invincible and immortal.

Any nation that could defeat these knights would fall into despair when their enemies simply rose up from the mud, none the worse for wear.
Any nation that could resist their influence would fall to ashes when the skies rained down hellfire, leaving but a scorchmark upon the ruined earth.
Any nation that could march to the capital would be buried in the fields surrounding it, their target unscathed.

And so with time, the world had become complacent, living under the shadow of Baelwill without question or complaint. Over the years, a prophecy had begun to circulate across the lands, telling of a future moment in which the world would be able to take back its sovereignty from Baelwill. The world bide its time.

"When the Beasts of a nation scorned fall
those children of ability commanding
will lead the World to true peace
lest the wounded God return to rule forever
"


Eight years ago, their patience was met with a ray of hope.

In an apocalyptic display of fire and brimstone, Baelwill's arcane cannon erupted into flame, brightening the night into day miles above Ollasian lands. A city was decimated by the debris that fell, but it marked the end of an era. Mere days later, the arch-priestess of Baelwill was assassinated, leaving the once-invincible knights subject to the same mortality as the rest of mankind. All at once, the people of Baelwill spread across the globe went into hiding or returned to their homeland, leaving the world a mixture of confused and boisterous.

With newfound freedom, the world collects its will to follow through with the prophecy, and turns to its children for hope.

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Hi there! Welcome to Immortality's End: Prodigy Prophecy. This is an iteration of another roleplay I did of the same setting on a different site. Instead of playing as assassins or random folks this time, players will instead take the role of particularly notable young adults that find themselves in important political and/or military positions of their nation. A prohpecy was interpreted to mean that child prodigies are the ones who will guarantee that the world can permanently prevent Baelwill from returning to power. This roleplay will be focused on an overarching goal; command troops, resources, and political power alongside many others on the journey to retaliate against Baelwill while it is weakened. It will be a small group of people (5 or so, depending on how things settle) with a posting deadline of, at most, a week. Because of the nature of player character's roles and powers, I will be strictly selective in who gets positions in the roleplay, so as to avoid "complications". I'll leave it at that.

If wargames, politics, and epic fantasy interest you, submit a sheet!

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Immortality's End: Prodigy Prophecy is set on the continent of Yismel, some 5 million square miles in area. Yismel is home to a vast array of peoples, including but not limited to humans, elves, orcs, smallfolk, werefolk, and dragons. Humans and elves make up the majority of the continent's populace.



A mere eight years ago, Baelwill dominated the world from north to south, east and west. With the power bestowed upon them by "artificially-created" god-like knights and kings of legend and the machinations of the mythic engineer Prollont, Baelwill secured its position as an unstoppable force of conquest. Its knights were literally invincible, their cities unreachable, and their far-reaching might unquestionable. An arch-priestess possessing powers never before seen to such a magnitude could remotely revive any and all Baelwill knights from anywhere on the globe, rendering their forces immortal. An aerial arcane cannon circled the continent, primed to vaporize any city deemed "too rebellious" to waste time suppressing. With these powers, Baelwill dominated every civilization in the world for centuries, despite hailing from but a single nation.





To Baelwill's north lies the kingdom of Verdigris. Verdigris, long ago, was formed of the separation of two rightful heirs to Baelwill's throne. A king valuing camaraderie and brotherhood over worship of historical idols exiled himself from the kingdom, followed by countless citizens who believed in his cause. Verdigris, like Baelwill, is a nation of knights, just as fond of aesthetics and power as their estranged brother nation. Verdigris is a constitutional monarchy made up of many duchies, presided over by a ceremonial head of state and an oligarchy of nobles from each fief, the Council of Ten. The nation is primarily made up of human citizens, with a minimal elven population and an even smaller populace of other races. Verdigrisian lands are boreal and taiga, containing the tallest mountain in Yismel, Mt. Lorelettonne.





At the heart of Yismel lies the Federation of Mecrundyr. Made up of fourteen constituent republics, Mecrundyr is often called the freest country on the continent and beyond. Having access to trade routes stretching to each end of the continent, as well as ports at each ocean, Mecrundyr enjoys an enormous amount of wealth. Being situated in a relatively warm and amicable biome too, helps portray Mecrundyr as a good place to live. It isn't without its problems, however. Werefolk, savage men, have always lived in the forests and fields of Mecrundyr. While once abundant and relatively peaceful with the more civilized populaces, Baelwill's occupation saw a bloody campaign against the werefolk that drove their kind to near extinction. With Baelwill gone, the werefolk have returned from hiding and begun to attack villages for resources to fuel their hopeful future. Mecrundyr has an equally large population of nearly every race.





To the East of Mecrundyr lies the Holy State of Ollas. As is quite clear, Ollas is a theocracy, presided over by an arch priest or priestess. As history goes, the legendary arch-priestess of Baelwill, Astrane, was born of marriage between a Baelwill knight and the then-arch priestess of Ollas. This knowledge however, is hearsay at best, though the people of Ollas proudly claim it to be true wherever one goes. During the Baelwill occupation, religious exercise was, while not removed, suppressed. Gatherings were still allowed, but only on particular days and for limited time. Doctrines, over time, were not analyzed as much as they used to be, leading to an "Ollasian Dark Age" of spiritual development. Ollas possesses an equal populace of elves and humans. With Baelwill gone, priests and priestesses have begun in earnest countless individual campaigns to raise their own doctrine interpretations above the rest. Small religious wars are anticipated.





To the south lies two islands made up of two bitter rival nations. Alkrisia and Comlenes harbor a bloody history with one another. Powered by mere racial prejudice, Alkrisia and Comlenes (prior to Baelwill occupation) fought endlessly over blood feuds, resources, and extra land on the two islands. Alkrisia features a purely white-elf populace, while Comlenes is made up of dark elf migrants from the southern archipelago (not pictured, located to the south in the Immacal Ocean). As Baelwill left, tensions quickly mounted between the two nations again, prepared as ever before to return to their old ways. An old wives tale claims that their hatred for one another is so fierce, they mutually agreed to creating a gladiatorial arena for Baelwill's entertainment, merely so they could continue killing each other. The flames of ancient racial prejudice are growing on the island, and war is soon to break out at a moment's notice.





At the northeast is a land bridge, mostly unoccupied except by hamlets and micronations, that connects to the much greater continent of Ju Ren Kyo, home of the Eastern Empires. Made up of several very large nations, Ju Ren Kyo nevertheless has remained peaceful even since before the times of Baelwill's conquest. Being empires, they are necessarily formed of smaller servant nations, though they remain incredibly unified. Ages of control has led to a practical merging of the nations within these empires, to the point of seeming almost indistinguishable from one another. During Baelwill's occupation, the empires were further given greater governmental hierarchy. Marriage between Baelwill lords and Eastern nobles created the first Supreme Emperor of Ju Ren Kyo. Under the successive leadership of individuals possessing this title, the Eastern Empires were heavily unified, and remain so today.

Despite this, the Baelwill blood remaining in the current child Supreme Emperor has many easterners questioning who they truly owe allegiance to... Warlords and emperors have begun to show their solidarity for their own nations, shaking the peace that has been maintained for so long...



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Character Sheet

[Appearance as an image at the top of your sheet]
Name:
Age:
Sex:
Race:
Nation:
Position/Status:
History:
Skills and Abilities:


Notes on characters:
  • Characters should be 'young adults'. Take that as you will.
  • Your character should hold some sway in the affairs of their nation. Whatever occupation or position may fit this role is up to you.
  • You are free to name and create constituent nations of a region, i.e. a republic of Mecrundyr, a duchy of Verdigris, an empire of Ju Ren Kyo. See individual region notes for information on the structure of government.
  • After your character (and nation) has been created, I will give you some additional situations/complications your character or their homeland is facing.
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